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		<id>https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&amp;diff=11632</id>
		<title>Recipes and Resources</title>
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		<updated>2012-09-05T15:33:26Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Vanilla blocks changed */ Clarified how Redstone works in machines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of recipes and resources found in IndustrialCraft².&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
== Resources ==&lt;br /&gt;
=== Vanilla blocks changed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Obsidian]]&lt;br /&gt;
![[Image:Grid_Obsidian.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 6000 to 60, this allows [[Secret:Nuke|nuke]] and [[Nuclear_Reactor|reactor]] to destroy obsidian on default power(up to 6 blocks).&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Water]]&lt;br /&gt;
![[Image:Grid_Water_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy water blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Lava]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy lava blocks.&lt;br /&gt;
|-http://wiki.industrial-craft.net/skins/common/images/button_extlink.png&lt;br /&gt;
![[Non-IC Items|Lava bucket]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|Fuel value changed from 20000 to 2000 if used inside Iron Furnace.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Redstone]]&lt;br /&gt;
![[Image:Grid_Redstone.png|64px]]&lt;br /&gt;
|Can be used in any battery slot to either power a machine to run one operation or generate 500 EU for a storage unit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ores ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Ore]]&lt;br /&gt;
![[Image:Copper Ore.png|64px]]&lt;br /&gt;
|Found on layers 10 to 70(rate 15:10). Used most notably to make [[Copper Cable]] and [[Bronze]].&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Ore]]&lt;br /&gt;
![[Image:Tin Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 40(rate 25:6). Used most notably to make [[RE Battery|Rechargeable Batteries]] and [[Empty Cell|cells]].&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Ore]]&lt;br /&gt;
![[Image:Uranium Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 64(rate 20:3). Used to make [[Refined Uranium]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Generation rate is number of generation attempts per chunk : number of ore generated per attempt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overworld ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Wood| Rubber Tree]]&lt;br /&gt;
![[Image:Rubber Tree.png|128px]]&lt;br /&gt;
|Unique trees which have pine (dark) logs and birch (light) leaves. They are rare to find, but are more common in Swamp biomes, and are easy to find through their unique &amp;quot;wing&amp;quot; on their leaf design. Their wood is special and has resin holes that may be right-clicked on with a [[Treetap]] to get [[Sticky Resin]], extracted to make one piece of [[Rubber]], be crafted into 3 (instead of 4) wooden planks, or be smelted into normal spruce wood. Their leaves have a small chance of dropping a [[Rubber Wood| Rubber Tree]] Sapling.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
World generation rate of Rubber Trees depends on biome:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Desert&amp;#039;&amp;#039;&amp;#039; 0% chance to generate any Rubber Trees per chunk.&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Forest&amp;#039;&amp;#039;&amp;#039; 2-12% chance to generate 1-6 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Taiga&amp;#039;&amp;#039;&amp;#039; 0-6% chance to generate 0-3 Rubber Trees per chunk.&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Swampland&amp;#039;&amp;#039;&amp;#039; 10-30% chance to generate 5-15 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minimal tree height is 2 max is 8.&lt;br /&gt;
Every log has a 25% chance of having a resin hole, max 3 holes per tree.&lt;br /&gt;
&lt;br /&gt;
== Cables ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Tin|B2=Tin|C2=Tin&lt;br /&gt;
|Output=Tin Cable|OA=9&lt;br /&gt;
}}&lt;br /&gt;
|Special uninsulated tin cable which handles up to 5 EU/t (ultra-low [[EU|voltage]]) have 0.025 loss per block.&lt;br /&gt;
Uninsulated cables cannot be painted.&lt;br /&gt;
Uninsulated cables deal 1 point of damage per 64 EU current rowned down.&lt;br /&gt;
Most effective tool for cables removal is chainsaw.&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|Output=Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.29&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable|Insulated Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Rubber|B3=Rubber|C3=Rubber&lt;br /&gt;
|Output=Insulated Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Copper Cable&lt;br /&gt;
|Output=Insulated Copper Cable&lt;br /&gt;
}}&lt;br /&gt;
|Insulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]). Insulation allows the cable to be painted, reduces distance-based energy loss and completely removes electric shock. You can also apply insulation to uninsulated copper cable by putting the uninsulated cable and a single piece of [[Rubber]] (shapeless) in a crafting table.&lt;br /&gt;
EU loss rate is 0.21&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Gold|B2=Gold|C2=Gold&lt;br /&gt;
|Output=Gold Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.5&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Single-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Gold|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated Gold Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Gold Cable&lt;br /&gt;
|Output=Insulated Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.4501&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Double-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.402&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=HV Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Single-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Refined Iron|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated HV Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=HV Cable&lt;br /&gt;
|Output=Insulated HV Cable|OA&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.949&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Double-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Double insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.9&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Triple-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Insulated HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=2xIns. HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Triple-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Triple insulation allows the cable to be painted, reduces distance-based energy loss and removes electric shock.&lt;br /&gt;
EU loss rate is 0.8&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although in-game it currently lists &amp;quot;4xInsulated&amp;quot;, that is incorrect as you are adding a layer of insulation each time, not doubling the insulation each time. It is actually &amp;quot;3xIns&amp;quot; and should get renamed eventually in some future patch.&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
![[Glass Fibre Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass Fibre Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Silver ingot|B2=Diamond|C2=Silver ingot&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass_Fibre_Cable|OA=6&lt;br /&gt;
|Output-link=Glass Fibre Cable&lt;br /&gt;
}}&lt;br /&gt;
|Special glass fibre cable which handles up to 512 EU/t (high [[EU|voltage]]). It is the only kind of uninsulated cable which can be painted and gives no electric shock. Glass fibre cable is useful for long-distance wiring, since it has the smallest energy loss of all kinds of cable - 1 EU every 40 blocks (0.025 EU per block).&lt;br /&gt;
|-&lt;br /&gt;
![[Detector Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=3xIns. HV Cable|C2=Redstone&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Detector Cable&lt;br /&gt;
}}&lt;br /&gt;
|Outputs Redstone current when powered, support up to 512 EU flow(cannot be placed on HV lines).&lt;br /&gt;
EU loss rate is 0.5 (Since v1.62 this is no longer a viable cable option to replace glass fibre!)&lt;br /&gt;
|-&lt;br /&gt;
![[Splitter Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Redstone&lt;br /&gt;
|A2=3xIns. HV Cable|B2=Lever|C2=3xIns. HV Cable&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Splitter Cable&lt;br /&gt;
}}&lt;br /&gt;
|Prevents the transfer of EU while being powered by Redstone, support up to 512 EU flow.&lt;br /&gt;
EU loss rate is 0.025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== EU Storage ==&lt;br /&gt;
=== Blocks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatBox]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=RE Battery|B2=RE Battery|C2=RE Battery&lt;br /&gt;
|A3=Wooden Planks|B3=Wooden Planks|C3=Wooden Planks&lt;br /&gt;
|Output=BatBox&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 40,000 [[EU]] and accepts up to and outputs 32 EU/t (low voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFE Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=2xIns. Gold Cable|B1=Energy Crystal|C1=2xIns. Gold Cable&lt;br /&gt;
|A2=Energy Crystal|B2=Machine|C2=Energy Crystal&lt;br /&gt;
|A3=2xIns. Gold Cable|B3=Energy Crystal|C3=2xIns. Gold Cable&lt;br /&gt;
|Output=MFE Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 600,000 [[EU]] and accepts up to and outputs 128 EU/t (medium voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFS Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapotron Crystal|B1=Advanced Circuit|C1=Lapotron Crystal&lt;br /&gt;
|A2=Lapotron Crystal|B2=MFE Unit|C2=Lapotron Crystal&lt;br /&gt;
|A3=Lapotron Crystal|B3=Advanced Machine|C3=Lapotron Crystal&lt;br /&gt;
|Output=MFS Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 10,000,000 [[EU]] and accepts up to and outputs 512 EU/t (high voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Single-Use Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Hydrated Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores 1000 EU and can only be used once, but are stackable in up to 64. It can also be used to power most machines from their bottom slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Tin|B2=Redstone|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Redstone|C3=Tin&lt;br /&gt;
|Output=RE Battery&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 10000 [[EU]] and can be charged or discharged in a [[BatBox]], [[MFE Unit]] or [[MFS Unit]]. It can also be used to power most machines from their bottom slot, and be charged in generators through their top (or middle) slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery|Battery Pack]]&lt;br /&gt;
(IC1 only)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Tin|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|B3=Tin|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Battery Pack&lt;br /&gt;
}}&lt;br /&gt;
|Stackable battery pack which pops 6 charged [[RE Battery|RE Batteries]] in the ground when right-clicked.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Energy Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 100,000 [[EU]] and can only be charged or discharged in a [[MFE Unit]] or a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Lapotron Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli (Dye)|B1=Electronic Circuit|C1=Lapis Lazuli (Dye)&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Energy Crystal|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Lapis Lazuli (Dye)|B3=Electronic Circuit|C3=Lapis Lazuli (Dye)&lt;br /&gt;
|Output=Lapotron Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 1,000,000 [[EU]] and can only be charged or discharged in a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzed Water Cell]]&lt;br /&gt;
|&lt;br /&gt;
|Created in an [[Electrolyzer]] when the adjacent [[MFE Unit]] or [[MFS Unit]] is full, those cells absorb 15000 EU, but lose 1500 EU, only giving off 13500 EU when used (again by the [[Electrolyzer]] when the adjacent MFE/MFS is 25% or less full).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Transformers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[LV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Wooden Planks|B3=Insulated Copper Cable|C3=Wooden Planks&lt;br /&gt;
|Output=LV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 32EU packets (LV) and outputs 128EU (MV) packets, OR&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 32EU (LV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[MV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=2xIns. Gold Cable|C1=&lt;br /&gt;
|A2=|B2=Machine|C2=&lt;br /&gt;
|A3=|B3=2xIns. Gold Cable|C3=&lt;br /&gt;
|Output=MV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 512EU (HV) packets, OR&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 128EU (MV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[HV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=4xIns. HV Cable&lt;br /&gt;
|A2=Electronic Circuit|B2=MV Transformer|C2=Energy Crystal&lt;br /&gt;
|B3=4xIns. HV Cable&lt;br /&gt;
|Output=HV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 2048EU (EV) packets, OR&lt;br /&gt;
* Accepts up to 2048EU packets (EV) and outputs 512EU (HV) packets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machine Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Refined Iron|C3=Refined Iron&lt;br /&gt;
|Output=Machine&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|Output=Refined Iron|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines and the [[QuantumSuit Leggings|Quantum Leggings]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Advanced Alloy&lt;br /&gt;
|A2=Carbon Plate|B2=Machine|C2=Carbon Plate&lt;br /&gt;
|B3=Advanced Alloy&lt;br /&gt;
|Output=Advanced Machine&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines.&lt;br /&gt;
|-&lt;br /&gt;
![[Electronic Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|B1=Cable|C1=Cable&lt;br /&gt;
|A2=Redstone|B2=Refined Iron|C2=Redstone&lt;br /&gt;
|A3=Cable|B3=Cable|C3=Cable&lt;br /&gt;
|Output=Electronic Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines, smart items and the [[Advanced Circuit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Glowstone Dust|C1=Redstone&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Electronic Circuit|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Redstone|B3=Glowstone Dust|C3=Redstone&lt;br /&gt;
|Output=Advanced Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines and smart items.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generators ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|B3=Iron Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
|Simple generator which accepts [[Fuel Can (Filled)|fuel]] (43,200 EU for coal fuel, 16,200 EU for bio fuel), coal (4000 EU), [[Scrap|scrap]] (825 EU), wood (750 EU), planks (750 EU), wooden blocks (750 EU), sticks (250 EU), saplings (250 EU, 200 EU for rubber tree saplings), sugar cane (125 EU) and cactus (125 EU) and outputs 10 EU/t. If there is no destination for the current, it can store up to 4000 [[EU]]. It is also a base component for other generators.&lt;br /&gt;
|-&lt;br /&gt;
![[Geothermal Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Empty Cell|C1=Glass&lt;br /&gt;
|A2=Glass|B2=Empty Cell|C2=Glass&lt;br /&gt;
|A3=Refined Iron|B3=Generator|C3=Refined Iron&lt;br /&gt;
|Output=Geothermal Generator&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts lava buckets and [[Lava Cell|cells]] and outputs 20 EU/t for a total of 20,000 [[EU]] per lava bucket. If there is no destination for the current, it stores up to 480,000 [[EU]] (24 buckets or cells).&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Panel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Coal Dust|B1=Glass|C1=Coal Dust&lt;br /&gt;
|A2=Glass|B2=Coal Dust|C2=Glass&lt;br /&gt;
|A3=Electronic Circuit|B3=Generator|C3=Electronic Circuit&lt;br /&gt;
|Output=Solar Panel&lt;br /&gt;
}}&lt;br /&gt;
|Generator which, when exposed to sunlight through its top (glass and other non-full blocks like signs are an exception), outputs about 0.8-1.0 EU/t for a total of 13000-13500 EU per Minecraft day (05:30 to 18:35 in latest bukkit time).&lt;br /&gt;
&amp;#039;&amp;#039;Note: This recipe changed from using Cable to Electronic circuits in v.1.337&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Note2:can be differed from server or client&amp;#039;s status.&lt;br /&gt;
|-&lt;br /&gt;
![[Water Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stick|B1=Wooden Planks|C1=Stick&lt;br /&gt;
|A2=Wooden Planks|B2=Generator|C2=Wooden Planks&lt;br /&gt;
|A3=Stick|B3=Wooden Planks|C3=Stick&lt;br /&gt;
|Output=Water Mill|OA=2&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts water buckets and adjacent water and outputs either 2 EU/t for a total of 1000 EU per water bucket, or 0.010 EU/t per adjacent water block for a maximum of 0.25 EU/t with a 3x3 cube of water with the water mill in the middle and cable on top.&lt;br /&gt;
|-&lt;br /&gt;
![[Wind Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|C1=Iron&lt;br /&gt;
|B2=Generator&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Windmill&lt;br /&gt;
}}&lt;br /&gt;
|Generator which outputs 0-3 EU/t for a total of an average of 250 EU/t multiplied by its height in the Minecraft world. The generation power can be hindered by any block in a 9x9x7 area around it, reducing the effective height by 1 for each block in said area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Reactor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nuclear Reactor]]&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;
|Complex generator whose output and total [[EU]] varies depending on the setup. Making reactor setups isn&amp;#039;t easy and can lead to violent nuclear explosions. See its [[Nuclear Reactor|article]] for more information on how to build proper reactor setups. Can be disabled (cooldown mode) by applying a Redstone current to the core or any of the chambers.&lt;br /&gt;
|-&lt;br /&gt;
![[Reactor Chamber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Integrated Heat Dispenser|C1=Advanced Alloy&lt;br /&gt;
|A2=Integrated Reactor Plating|B2=Machine|C2=Integrated Reactor Plating&lt;br /&gt;
|A3=Advanced Alloy|B3=Integrated Reactor Plating|C3=Advanced Alloy&lt;br /&gt;
|Output=Reactor Chamber&lt;br /&gt;
}}&lt;br /&gt;
|Can be attached to a [[Nuclear Reactor|reactor]] to increase its space by 1 column and its hull heat tolerance by 1000, also cooling the reactor at a rate of -2 heat per tick. Up to 6 chambers may be attached to a reactor, one on each side of it. Also used to craft a reactor.&lt;br /&gt;
|-&lt;br /&gt;
![[Refined Uranium]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Compressor&lt;br /&gt;
|Top=Uranium&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Refined Uranium&lt;br /&gt;
}}&lt;br /&gt;
|Refined form of the [[Uranium|uranium]] resource, used to craft a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Reactor Plating]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Copper&lt;br /&gt;
|A2=Copper|B2=Advanced Alloy|C2=Copper&lt;br /&gt;
|B3=Copper&lt;br /&gt;
|Output=Integrated Reactor Plating&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat evenly between neighboring [[Coolant Cell]]s or other plating. When there are no components cool enough, it stores up to 10,000 heat. It also increases the reactor hull&amp;#039;s heat tolerance by 100.&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Heat Dispenser]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Advanced Circuit|C1=Copper&lt;br /&gt;
|A2=Cooling Cell|B2=Integrated Reactor Plating|C2=Cooling Cell&lt;br /&gt;
|Output=Integrated Heat Dispenser&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat from itself either to neighboring [[Coolant Cell]]s or to the reactor hull. Every reactor tick (second), it can add or subtract 6 heat from neighboring elements and dispense up to 25 heat to or from the reactor hull.&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Uranium Fuel Ingot&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
|Generates 1,000,000-5,000,000 [[EU]] at 5-25 EU/t (depending on efficiency, that is, cell adjacency), but generates excess heat which must be eliminated through cooling. When it decays, rarely turns into a [[Near-Depleted Uranium Cell]], which once recharged, turns into a fresh new cell.&lt;br /&gt;
|-&lt;br /&gt;
![[Near-Depleted Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Empty Cell|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Uranium Fuel Ingot|C2=Empty Cell&lt;br /&gt;
|A3=Empty Cell|B3=Empty Cell|C3=Empty Cell&lt;br /&gt;
|Output=Near-Depleted Uranium Cell|OA=8&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Rarely created when an [[Uranium Cell]] decays&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned into a rechargeable [[Depleted Isotope Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Depleted Isotope Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Near-Depleted Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Depleted Isotope Cell&lt;br /&gt;
}}&lt;br /&gt;
|When surrounded by one or more [[Uranium Cell]]s, will make the cell pulse an additional time. This pulse generates heat, but not EU, and recharges the cell. Recharging is much faster when done on a reactor running very hot (up to 9000 heat).&lt;br /&gt;
|-&lt;br /&gt;
![[Re-Enriched Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell&lt;br /&gt;
|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Created once a [[Depleted Isotope Cell]] charges&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned back into a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Coolant Cell]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Extractor&lt;br /&gt;
|Top=Water Cell&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Cooling Cell&lt;br /&gt;
}}&lt;br /&gt;
|Absorbs up to 10,000 heat from [[Uranium Cell|uranium cells]] and other elements, while cooling itself down for 1 heat per reactor tick (second).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Processors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|B1=Iron|C1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Iron|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Furnace|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Normal furnace which is faster (and thus uses less fuel) than a normal furnace, which can also burn [[Fuel Can (Filled)|fuel]]. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Electro Furnace|Electric Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=Iron Furnace|C2=Redstone&lt;br /&gt;
|Output=Electro Furnace&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered furnace which is faster than an iron furnace. Takes 313 [[EU]] per operation (at least 3 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Macerator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=Cobblestone|B2=Machine|C2=Cobblestone&lt;br /&gt;
|B3=Electronic Circuit&lt;br /&gt;
|Output=Macerator&lt;br /&gt;
}}&lt;br /&gt;
|Turns ore into [[Dusts]] and some other things - look for more recipes on [[Macerator|this]] page. Takes 625 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Extractor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Treetap|B1=Machine|C1=Treetap&lt;br /&gt;
|A2=Treetap|B2=Electronic Circuit|C2=Treetap&lt;br /&gt;
|Output=Extractor&lt;br /&gt;
}}&lt;br /&gt;
|Extracts resin into 3 rubber (triple the efficiency) and turns simple fuel cells into liquid fuel ones and some other things - look for more recipes on [[Extractor|this]] page. Takes 313 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Compressor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stone|C1=Stone&lt;br /&gt;
|A2=Stone|B2=Machine|C2=Stone&lt;br /&gt;
|A3=Stone|B3=Electronic Circuit|C3=Stone&lt;br /&gt;
|Output=Compressor&lt;br /&gt;
}}&lt;br /&gt;
|Compresses [[Mixed Metal Ingot]]s into [[Advanced Alloy]] and [[Plantball]]s into [[Compressed Plants]] and some other things - look for more recipes on [[Compressor|this]] page. Takes 625 EU per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Recycler]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Compressor|C2=Dirt&lt;br /&gt;
|A3=Refined Iron|B3=Dirt|C3=Refined Iron&lt;br /&gt;
|Output=Recycler&lt;br /&gt;
}}&lt;br /&gt;
|Has a random chance of turning anything inserted into it to [[Scrap]]. Takes 35 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Canning Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Tin|B1=Electronic Circuit|C1=Tin&lt;br /&gt;
|A2=Tin|B2=Machine|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Tin|C3=Tin&lt;br /&gt;
|Output=Canning Machine&lt;br /&gt;
}}&lt;br /&gt;
|Turns food (top slot) and tin cans (bottom slot) into several canned food (see the [[Food List]]). Canned food instantly heals you 1 heart per unit. It is also used to fill [[Fuel Can (Empty)|fuel cans]] using [[Biofuel Cell]]s and [[Coalfuel Cell]]s, and refuel [[Jetpack]]s using those cells. Takes (unknown) EU per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Induction Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Copper|C1=Copper&lt;br /&gt;
|A2=Copper|B2=Electro Furnace|C2=Copper&lt;br /&gt;
|A3=Copper|B3=Advanced Machine|C3=Copper&lt;br /&gt;
|Output=Induction Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Special two-input two-output furnace which increases its smelting speed as it heats up through smelting. When it&amp;#039;s not smelting anything, it will quickly lose heat, but the furnace can be applied a Redstone current to keep itself heated for 1 EU/t. Takes 6000 (0% heat) to 208 (100% heat) EU per operation (at least 16 EU/t needed for continuous usage), up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mass Fabricator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Circuit|C1=Glowstone Dust&lt;br /&gt;
|A2=Advanced Machine|B2=Lapotron Crystal|C2=Advanced Machine&lt;br /&gt;
|A3=Glowstone Dust|B3=Advanced Circuit|C3=Glowstone Dust&lt;br /&gt;
|Output=Mass Fabricator&lt;br /&gt;
}}&lt;br /&gt;
|Generates [[Matter]] for a vast amount of energy, but said amount can be reduced and the generation speed increased by feeding [[Scrap]] to the bottom slot. Takes 1,000,000 EU per operation (without any scrap), up to high [[EU|voltage]] (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Luminator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined_Iron|B1=Insulated Copper Cable|C1=Refined_Iron&lt;br /&gt;
|A2=Glass|B2=Tin_Cable|C2=Glass&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Luminator|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Produces light when powered.&lt;br /&gt;
|-&lt;br /&gt;
![[Personal Safe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Chest&lt;br /&gt;
|Output=Personal Safe&lt;br /&gt;
}}&lt;br /&gt;
|Chest which can only be opened by you once you right-click it for the first time. It also has the space of a double chest. Useful for SMP. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Trade-O-Mat]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Chest|B2=Machine|C2=Chest&lt;br /&gt;
|Output=Trade-O-Mat&lt;br /&gt;
}}&lt;br /&gt;
|Allows a certain item to be traded by another, giving or taking from an adjacent chest or [[Personal Safe]]. Useful for SMP. See its [[Trade-O-Mat|article]] for a full guide on how to set one up. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Magnetizer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Iron Fence|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Machine|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Iron Fence|C3=Redstone&lt;br /&gt;
|Output=Magnetizer&lt;br /&gt;
}}&lt;br /&gt;
|Turns [[Iron Fence]]s stacked vertically (up and/or down) into a faster alternative to ladders. When a player wearing metal boots (iron, gold, [[Bronze Boots|bronze]], [[Nano-Boots|nano]] or [[QuantumSuit Boots|quantum]]) approaches the fences, said player is quickly propelled upwards while the Magnetizer uses energy. Takes 2 EU/t while a player is being propelled, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|C1=Cable&lt;br /&gt;
|A2=Cable|B2=Electronic Circuit|C2=Cable&lt;br /&gt;
|A3=Empty Cell|B3=Machine|C3=Empty Cell&lt;br /&gt;
|Output=Electrolyzer&lt;br /&gt;
}}&lt;br /&gt;
|When placed adjacent to a [[MFE Unit]] or [[MFS Unit]] and filled with [[Water Cell]]s, once the [[EU]] storage is full, starts turning the cells into [[Electrolyzed Water Cells]], but once it&amp;#039;s empty, starts using up the electrolyzed cells to supply power. Both operations run at 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Tesla Coil]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=MV Transformer|C2=Redstone&lt;br /&gt;
|A3=Refined Iron|B3=Electronic Circuit|C3=Refined Iron&lt;br /&gt;
|Output=Tesla Coil&lt;br /&gt;
}}&lt;br /&gt;
|When charged and applied a Redstone current, it starts finding NPCs and players at a range of 4 blocks at the cost of 2 EU/t. If a NPC/player is found, it will apply 10 hearts of damage to it and discharge. Useful for placing monster traps outside your base. Takes 5000 [[EU]] to charge, up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Teleporter]]&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;
|Teleports a player to another [[Teleporter]] defined by a [[FreqTrans]] once it is applied Redstone current. Takes a variable amount of EU depending on the distance, kind of creature (human/monster/animal), inventory and worn armor (from Distance*100 for an animal to Distance*3100 for a player with a full inventory of stacks of 64 and all armor pieces worn), up to high [[EU|voltage]] (512 EU/t). Please note that a teleporter does not accept cables as energy inputs - only EU storage blocks ([[MFS Unit]] recommended) adjacent to it.&lt;br /&gt;
|-&lt;br /&gt;
![[Industrial TNT]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=TNT|B2=TNT|C2=TNT&lt;br /&gt;
|A3=Flint|B3=Flint|C3=Flint&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Glowstone Dust|B2=Electronic Circuit|C2=Glowstone Dust&lt;br /&gt;
|A3=TNT|B3=TNT|C3=TNT&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
|Much like [[TNT]], but with less power so as not to destroy ores or deal as much damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=String&lt;br /&gt;
|A2=Industrial TNT&lt;br /&gt;
|Output=Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Smaller version of [[Industrial TNT]] which can be thrown or placed.&lt;br /&gt;
|-&lt;br /&gt;
![[Sticky Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Dynamite|B1=Dynamite|C1=Dynamite&lt;br /&gt;
|A2=Dynamite|B2=Sticky Resin|C2=Dynamite&lt;br /&gt;
|A3=Dynamite|B3=Dynamite|C3=Dynamite&lt;br /&gt;
|Output=Sticky Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Dynamite that will stick to a wall when thrown.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Trampoline]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1= |B1= |C1=&lt;br /&gt;
|A2=Rubber |B2=Rubber |C2=Rubber&lt;br /&gt;
|A3=Rubber |B3=Rubber |C3=Rubber&lt;br /&gt;
|Output=Rubber Trampoline|OA=3&lt;br /&gt;
}}&lt;br /&gt;
|Jumping off of a height onto this rubberized sheet will cause you to bounce back up, effectively negating fall damage.  The rubber trampoline must be connected on at least 2 sides to blocks on the same level as it, and must have a gap underneath, similar to a real trampoline. &lt;br /&gt;
|-&lt;br /&gt;
![[Iron Fence]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=Iron Fence|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Iron Fences can serve as a normal fence. Iron Fences can be stacked on top of one another, and if a player approaches the resulting pole while holding the Crouch button, he will quickly slide down the pole, much faster than down a ladder, but still not fast enough to receive fall damage upon touching the ground. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miner ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Miner]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Electronic Circuit|B1=Machine|C1=Electronic Circuit&lt;br /&gt;
|B2=Mining Pipe&lt;br /&gt;
|B3=Mining Pipe&lt;br /&gt;
|Output=Miner&lt;br /&gt;
}}&lt;br /&gt;
|Mines vertically by laying down [[Mining Pipe]]s placed in the top-center slot, using the [[Mining Drill]] or [[Diamond Drill]] (faster but consumes more energy) in the top-left slot and scanning for ores using the [[OD Scanner]] (5x5 area) or [[OV Scanner]] (9x9 area) in the top-right slot, either throwing anything out or placing in an adjacent chest. Any kind of block may be placed in the pipe slot too, causing the pipes to be retracted and refunded. Takes a variable amount of EU per operation based on the scanner and drill (460 EU for Mining Drill or 890 EU for Diamond Drill + 70 EU for OD Scanner or 180 EU for OV Scanner), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Pump]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Electronic Circuit|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Machine|C2=Empty Cell&lt;br /&gt;
|A3=Mining Pipe|B3=Treetap|C3=Mining Pipe&lt;br /&gt;
|Output=Pump&lt;br /&gt;
}}&lt;br /&gt;
|When placed next to a miner and filled with empty [[Empty Cell|cells]], fills the cells with any liquid the miner comes across. When alone, fills an empty [[Empty Cell|cell]] with a liquid one block directly below the pump. Takes 200 [[EU]] per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Pipe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Treetap|C3=Refined Iron&lt;br /&gt;
|Output=Mining Pipe|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Placed in the miner&amp;#039;s top-center slot.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terraformer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Tfbp|C1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Advanced Machine|C2=Dirt&lt;br /&gt;
|A3=Glowstone Dust|B3=Dirt|C3=Glowstone Dust&lt;br /&gt;
|Output=Terraformer&lt;br /&gt;
}}&lt;br /&gt;
|Alters (terraforms) nearby landscape following a [[Terraformer Blueprint]] inserted in it (by right-clicking the machine with the blueprint). Takes a variable amount of EU/t (based on the blueprint being used), up to high voltage (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer Blueprint|Empty Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Advanced Circuit&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Tfbp&lt;br /&gt;
}}&lt;br /&gt;
|Empty Terraformer blueprint used to craft functional ones.&lt;br /&gt;
|-&lt;br /&gt;
![[Chilling|Chilling Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Snowball&lt;br /&gt;
|A2=Snowball|B2=Tfbp|C2=Snowball&lt;br /&gt;
|B3=Snowball&lt;br /&gt;
|Output=Chilling&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Snow biome by placing snow (and later snow blocks) on top of blocks and freezing water. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Compression|Compression Blueprint]]&lt;br /&gt;
(coming soon)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Stone|C1=Cobblestone&lt;br /&gt;
|A2=Stone|B2=Tfbp|C2=Stone&lt;br /&gt;
|A3=Cobblestone|B3=Stone|C3=Cobblestone&lt;br /&gt;
|Output=Compression&lt;br /&gt;
}}&lt;br /&gt;
|Removes dirt and sand, crushing some of it into cobblestone and sandstone and then crushing cobblestone into stone. Takes 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Cultivation|Cultivation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Seeds&lt;br /&gt;
|A2=Seeds|B2=Tfbp|C2=Seeds&lt;br /&gt;
|B3=Seeds&lt;br /&gt;
|Output=Cultivation&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Plains biome by replacing sand with dirt, growing grass on top of dirt and randomly adding plantlife. Takes 20 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Desertification|Desertification Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Sand&lt;br /&gt;
|A2=Sand|B2=Tfbp|C2=Sand&lt;br /&gt;
|B3=Sand&lt;br /&gt;
|Output=Desertification&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Desert biome by replacing dirt with sand, destroying plants, melting ice/snow and causing forest fires. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Flatificator|Flatificator Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Dirt&lt;br /&gt;
|A2=Dirt|B2=Tfbp|C2=Dirt&lt;br /&gt;
|B3=Dirt&lt;br /&gt;
|Output=Flatificator&lt;br /&gt;
}}&lt;br /&gt;
|Removes all natural blocks (except stone) above the Terraformer and fills land below the Terraformer with dirt. Takes 40 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Irrigation|Irrigation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Water Bucket&lt;br /&gt;
|A2=Water Bucket|B2=Tfbp|C2=Water Bucket&lt;br /&gt;
|B3=Water Bucket&lt;br /&gt;
|Output=Irrigation&lt;br /&gt;
}}&lt;br /&gt;
|Replaces sand with dirt, grows grass on top of dirt, causes plants to grow faster, lets sugar cane grow past 3 blocks and rarely spawns water below the Terraformer. Takes 8 EU/t.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
Place one or more upgrades into the four right-most slots of a machine to upgrade said machine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Overclocker upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cooling Cell|B1=Cooling Cell|C1=Cooling Cell&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=Overclocker upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to speed up machines at the cost of higher energy consumption.  Each upgrade reduces the operating time to 70% of the previous value and increases energy consumption by 60%.  The effect is multiplicative.&lt;br /&gt;
|-&lt;br /&gt;
![[Transformer upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=2xIns. Gold Cable|B2=MV Transformer|C2=2xIns. Gold Cable&lt;br /&gt;
|A3=Glass|B3=Electronic Circuit|C3=Glass&lt;br /&gt;
|Output=Transformer upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s power input rate or tier.  One upgrade enables a tier 1 machine to receive 128EU/t. Two upgrades enables it to receive 512EU/t and three for More than 512 EU.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy storage upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Wooden Planks|C1=Wooden Planks&lt;br /&gt;
|A2=Insulated Copper Cable|B2=RE Battery|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Wooden Planks|B3=Electronic Circuit|C3=Wooden Planks&lt;br /&gt;
|Output=Energy storage upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s internal power storage.  Each upgrade increases the storage capacity by 10,000 EU.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Helmet&lt;br /&gt;
}}&lt;br /&gt;
|Helmet with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Chestplate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|B3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Chestplate&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Leggings&lt;br /&gt;
}}&lt;br /&gt;
|Leggings with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Boots&lt;br /&gt;
}}&lt;br /&gt;
|Boots with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Helmet|Nano Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Glass|C2=Carbon Plate&lt;br /&gt;
|Output=Nano-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Bodyarmor|Nano Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Energy Crystal (Charged)|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Leggings|Nano Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Boots|Nano Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal (Charged)|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Iridium Plate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Ore|B1=Advanced Alloy|C1=Iridium Ore&lt;br /&gt;
|A2=Advanced Alloy|B2=Diamond|C2=Advanced Alloy&lt;br /&gt;
|A3=Iridium Ore|B3=Advanced Alloy|C3=Iridium Ore&lt;br /&gt;
|Output=Iridium Plate&lt;br /&gt;
}}&lt;br /&gt;
|Material used to craft QuantumSuit armor&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Helmet|Quantum Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Nano-Helmet|C1=&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Advanced Circuit|B3=Reinforced Glass|C3=Advanced Circuit&lt;br /&gt;
|Output=Quantum-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which lets you breathe underwater, replenishes your hunger and cures poison while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Bodyarmor|Quantum Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Nano-Bodyarmor|C1=Advanced Alloy&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Iridium Plate|B3=Advanced Alloy|C3=Iridium Plate&lt;br /&gt;
|Output=Quantum-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs all of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Leggings|Quantum Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Machine|B1=Lapotron Crystal|C1=Machine&lt;br /&gt;
|A2=Iridium Plate|B2=Nano-Leggings|C2=Iridium Plate&lt;br /&gt;
|A3=Glowstone Dust|B3=|C3=Glowstone Dust&lt;br /&gt;
|Output=Quantum-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which let you sprint more than 3 times faster, and while sprinting, jump higher.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Boots|Quantum Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Plate|B1=Nano-Boots|C1=Iridium Plate&lt;br /&gt;
|A2=Rubber Boots|B2=Lapotron Crystal|C2=Rubber Boots&lt;br /&gt;
|A3=|B3=|C3=|Output=Quantum-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb all of your fall damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatPack|Bat-Pack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Electronic_Circuit|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Bat-Pack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which powers your electric tools using its energy of up to 60,000 [[EU]] while you are wearing it.&lt;br /&gt;
|-&lt;br /&gt;
![[LapPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli Block|B1=Advanced Circuit |C1=Lapis Lazuli Block&lt;br /&gt;
|A2=Lapis Lazuli Block|B2=Bat-Pack|C2=Lapis Lazuli Block&lt;br /&gt;
|A3=Lapis Lazuli Block|C3=Lapis Lazuli Block&lt;br /&gt;
|Output=LapPack&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded version of the [[Batpack]] which can hold 300,000 [[EU]]&lt;br /&gt;
|-&lt;br /&gt;
![[Composite Armor Vest|Composite Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|C1=Advanced Alloy&lt;br /&gt;
|A2=Advanced Alloy|B2=Iron Chestplate|C2=Advanced Alloy&lt;br /&gt;
|A3=Advanced Alloy|B3=Leather_Tunic|C3=Advanced Alloy&lt;br /&gt;
|Output=Composite Armor Vest&lt;br /&gt;
}}&lt;br /&gt;
|Super-durable chestplate, more than 3 times the durability of a diamond chestplate.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Advanced Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=BatBox|C2=Refined Iron&lt;br /&gt;
|A3=Glowstone Dust|C3=Glowstone Dust&lt;br /&gt;
|Output=Electric Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered jetpack worn as a chestplate. It has a limited maximum flying height and a smaller operational time, unlike the normal fuel-powered [[Jetpack]].&lt;br /&gt;
|-&lt;br /&gt;
![[Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Electronic Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Fuel Can (Empty)|C2=Refined Iron&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[Fuel]]-powered tool that allows the player to fly while worn as a chestplate.  It last for 90 seconds when fully charged.&lt;br /&gt;
|-&lt;br /&gt;
![[CFPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=CF_Sprayer|B1=Electronic_Circuit|C1=CF_Sprayer&lt;br /&gt;
|A2=Fuel_Can_(Empty)|B2=Tin|C2=Fuel_Can_(Empty)&lt;br /&gt;
|A3=Fuel_Can_(Empty)|B3=|C3=Fuel_Can_(Empty)&lt;br /&gt;
|Output=CFPack&lt;br /&gt;
|Output link=CFPack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which stores additional CF Pellets to automatically reload a CF Sprayer.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Rubber|C2=Rubber&lt;br /&gt;
|A3=Rubber|B3=Wool|C3=Rubber&lt;br /&gt;
|Output=Rubber Boots&lt;br /&gt;
|-&lt;br /&gt;
}}&lt;br /&gt;
|Boots which reduce your fall damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Static Boots|Static Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Wool&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Static-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which charge the electric chestplate you&amp;#039;re wearing.&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Helmet|Solar Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|B1=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron Helmet&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which charges the electric chestplate you&amp;#039;re wearing from sunlight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Pickaxe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Pickaxe&lt;br /&gt;
}}&lt;br /&gt;
|Pickaxe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Shovel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Shovel&lt;br /&gt;
}}&lt;br /&gt;
|Shovel with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Axe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick|C2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Axe&lt;br /&gt;
}}&lt;br /&gt;
|Axe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Sword]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Sword&lt;br /&gt;
}}&lt;br /&gt;
|Sword with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wooden Planks&lt;br /&gt;
|A2=Wooden Planks|B2=Wooden Planks|C2=Wooden Planks&lt;br /&gt;
|A3=Wooden Planks&lt;br /&gt;
|Output=Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Extracts [[Sticky Resin]] from [[Rubber Wood|rubber wood]] with resin holes in them upon right-clicking the wood.&lt;br /&gt;
|-&lt;br /&gt;
![[Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|B3=Bronze&lt;br /&gt;
|Output=Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Removes machine with right click (there is a small chance that a machine will be gutted and drop only machine block or generator).&lt;br /&gt;
|-&lt;br /&gt;
![[Cutter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|B2=Refined Iron&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Cutter&lt;br /&gt;
}}&lt;br /&gt;
|When left-clicked on a cable, removes one layer of insulation, dropping the [[Rubber|rubber]]. When right-clicked on a cable, adds one layer of insulation, using rubber from your inventory.&lt;br /&gt;
|-&lt;br /&gt;
![[Painter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wool|C1=Wool&lt;br /&gt;
|B2=Iron|C2=Wool&lt;br /&gt;
|A3=Iron&lt;br /&gt;
|Output=Painter&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Painter|B1=Red Dye&lt;br /&gt;
|Output=Painter (Red)&lt;br /&gt;
}}&lt;br /&gt;
|When dyed and left-clicked on a cable, paints the cable. Painted cables only connect with unpainted cables or painted cables of the same color. It cannot paint uninsulated cable, except for [[Glass Fibre Cable]]. Each dye lasts 16 uses.&lt;br /&gt;
|-&lt;br /&gt;
![[EC-Meter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Insulated Copper Cable|C3=Insulated Copper Cable&lt;br /&gt;
|Output=EC-Meter&lt;br /&gt;
|Output-image=Grid_EC_Manipulator.png&lt;br /&gt;
}}&lt;br /&gt;
|Detects how many EU are passing through a cable upon right-clicking on one.&lt;br /&gt;
|-&lt;br /&gt;
![[Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks |B1=Wooden Planks |C1=Wooden Planks&lt;br /&gt;
|A2=|B2=Stick |C2=&lt;br /&gt;
|A3=Stick  |B3=|C3=Stick&lt;br /&gt;
|Output=Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|Easy to place, easy to demolish platforms that also work like ladders. Try with [[Construction Foam]]. and, there is also a small furnace exploit, do your math, and to the dev team, make scaffolds only burn for .5 of an item, not 1.5&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron |B1=Refined Iron |C1=Refined Iron&lt;br /&gt;
|A2=|B2=Iron Fence|C2=&lt;br /&gt;
|A3=Iron Fence |B3=|C3=Iron Fence &lt;br /&gt;
|Output=Iron Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|A sturdier version of the wooden scaffolding.&lt;br /&gt;
|-&lt;br /&gt;
![[CF Sprayer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Cobblestone&lt;br /&gt;
|A2=Cobblestone|B2=Stick&lt;br /&gt;
|C3=Cobblestone&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet&lt;br /&gt;
|B2=CF Sprayer&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet|B1=CF Pellet|C1=CF Pellet&lt;br /&gt;
|A2=CF Pellet|B2=CF Sprayer|C2=CF Pellet&lt;br /&gt;
|A3=CF Pellet|B3=CF Pellet|C3=CF Pellet&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
|Sprays [[Construction Foam]]. It can be recharged in a crafting table using [[CF Pellet|CF pellets]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electric === &lt;br /&gt;
&lt;br /&gt;
Electric tools use energy instead of durability. They need recharging when they run out of energy, but they never wear out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=RE Battery|C3=Refined Iron&lt;br /&gt;
|Output=Mining Drill&lt;br /&gt;
}}&lt;br /&gt;
|Electric pickaxe + shovel which is faster than a pickaxe and shovel. &lt;br /&gt;
|-&lt;br /&gt;
![[Diamond Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Diamond&lt;br /&gt;
|A2=Diamond|B2=Mining Drill|C2=Diamond&lt;br /&gt;
|Output=Diamond Drill&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded [[Mining Drill|mining drill]] which is faster and can break obsidian at a faster speed. &lt;br /&gt;
|-&lt;br /&gt;
![[Chainsaw]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=RE Battery|B3=Refined Iron&lt;br /&gt;
&lt;br /&gt;
|Output=Chainsaw (Uncharged)&lt;br /&gt;
|Output-image=Grid_Chainsaw.png&lt;br /&gt;
}}&lt;br /&gt;
|More efficient electric axe with the plus of being an effective MOB stopper.&lt;br /&gt;
|! since 1.70 the Chainsaw now also works as shears. Just right-click on a sheep. Sames goes with grass or anything else you could shear, with normal shears.... Cheers&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Wrench&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Like a [[Wrench]], right-clicking on a machine with an electric wrench removes it. &lt;br /&gt;
|Protip: Post 1.46v Electric wrenches toggle ability has a 100% chance to remove the machine. Tool is toggled by holding the &amp;quot;M&amp;quot; key and right clicking. &lt;br /&gt;
|-&lt;br /&gt;
![[Nano Saber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Alloy&lt;br /&gt;
|A2=Glowstone Dust|B2=Advanced Alloy&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal|C3=Carbon Plate&lt;br /&gt;
|Output=Nano Saber&lt;br /&gt;
}}&lt;br /&gt;
|Sword that deals massive damage when charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Treetap&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Treetap which uses EU&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Laser]]&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;
|B3=Advanced Alloy|C3=Advanced Alloy&lt;br /&gt;
|Output=Mining Laser&lt;br /&gt;
}}&lt;br /&gt;
|Multipurpose laser which instantly breaks blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=&lt;br /&gt;
|A2=|B2=Electronic Circuit|C2=&lt;br /&gt;
|A3=|B3=RE Battery|C3=&lt;br /&gt;
|Output=Electric Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe which uses EU&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
To be completed. --[[User:RichardG|RichardG]]&amp;lt;sup&amp;gt;[[Special:Contributions/RichardG|c]]|[[Talk:RichardG|t]]&amp;lt;/sup&amp;gt; 13:39, 2 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Single-Use_Battery&amp;diff=11630</id>
		<title>Single-Use Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Single-Use_Battery&amp;diff=11630"/>
		<updated>2012-09-05T14:14:52Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Efficiency */ Realized water buckets are not used up in creation of hydrated coal. Fixed calculation accordingly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:picture_na.png|right|link=|Picture not available]]&lt;br /&gt;
Also known as &amp;#039;&amp;#039;T501-Non-Rechargeable Energy Storage Unit&amp;#039;&amp;#039;, each Single-Use Battery can store up to 1000 EU. That&amp;#039;s 9000 EU less than their [[RE Battery|rechargeable counterparts]], 500 EU more than plain Redstone, and you can&amp;#039;t recharge them. Like RE Batteries, right-clicking will recharge the electric tools currently in your inventory, using the Single-Use Battery.&lt;br /&gt;
However, they are much easier to produce in quantities and are easier to transport. &lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Hydrated Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Redstone&lt;br /&gt;
|B3=Hydrated Coal Dust&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Cable&lt;br /&gt;
|B2=Redstone&lt;br /&gt;
|B3=Coal Dust&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Energy|Input=-|Output=-|Storage=1,000 (per battery)}}&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
Sing-Use Batteries created from normal coal dust will waste about 108 EU per battery. Creating Single-Use Batteries from [[Hydrated Coal Dust]] using Water Buckets and using [[Rubber]] made from [[Sticky Resin]] will yield a gain of about 307 EU per battery. Using [[Rubber Wood]] or [[Empty Cell|Tin Cells]] will reduce the gain to a minimum of about 250 EU.&lt;br /&gt;
&lt;br /&gt;
Assuming that you use EU to process the materials, the following table shows the cost in EU to produce one stack of 8 Single-Use Batteries using the most efficient way of creating them:&lt;br /&gt;
{|&lt;br /&gt;
|1&lt;br /&gt;
|[[Coal Dust]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4500 EU&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Redstone Dust&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|500 EU&lt;br /&gt;
|-&lt;br /&gt;
|1 &lt;br /&gt;
|[[Copper Cable]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|375 EU&lt;br /&gt;
|-&lt;br /&gt;
|1 &lt;br /&gt;
|[[Rubber]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|166.66 EU&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Total cost&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5541.67 EU&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since you get 8 batteries for a total of 8000 EU, this means you will generate 2458.33 EU each time you create a stack of 8 Single-Use Batteries!&lt;br /&gt;
&lt;br /&gt;
Who needs the law of conservation of energy?! Not you! &amp;#039;&amp;#039;Just don&amp;#039;t forget to hydrate the coal dust!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiring]]&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Compressed_hyd._Coalclump&amp;diff=11629</id>
		<title>Compressed hyd. Coalclump</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Compressed_hyd._Coalclump&amp;diff=11629"/>
		<updated>2012-09-05T14:08:06Z</updated>

		<summary type="html">&lt;p&gt;Two: Realized you get back the bucket, fixed statement accordingly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Compressed Hydrated Coalclump can be obtained by first hydrating [[Coal Dust]] using [[Non-IC Items|Water buckets]] or [[Water Cell|Water cells]], and then [[Compressor|compressing]] them. Using a water buckets to produce hydrated coal dusts is the most efficient way to create Hydrated Coal Cells as you will get back the bucket instead of consuming it.&lt;br /&gt;
&lt;br /&gt;
It is used to manufacture [[H. Coal Cell|Hydrated Coal Cells]] and, ultimately, the [[Coalfuel Cell]].&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Coal Dust&lt;br /&gt;
|B2=Water Bucket&lt;br /&gt;
|Output=Hydrated Coal Dust&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Coal Dust|B1=Coal Dust|C1=Coal Dust&lt;br /&gt;
|A2=Coal Dust|B2=Water Bucket|C2=Coal Dust&lt;br /&gt;
|A3=Coal Dust|B3=Coal Dust|C3=Coal Dust&lt;br /&gt;
|Output=Hydrated Coal Dust|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{Grid/Machine&lt;br /&gt;
|Type=Compressor&lt;br /&gt;
|Top=Hydrated Coal Dust&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Compressed hyd. Coalclump&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B2=Empty Cell|C2=Compressed hyd. Coalclump&lt;br /&gt;
|Output=H. Coal Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Grid/Machine&lt;br /&gt;
|Type=Extractor&lt;br /&gt;
|Top=H. Coal Cell&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Coalfuel Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== HAYO ==&lt;br /&gt;
&lt;br /&gt;
Now, sometimes you just need the good&amp;#039;ol Mr. Diesel. For this sake, we adjusted our machines to be capable of producing it, the famous &amp;#039;&amp;#039;&amp;#039;Octanium C++ Fuel&amp;#039;&amp;#039;&amp;#039;,&lt;br /&gt;
&lt;br /&gt;
brought to you in sweet [[Tin]] Canisters. It&amp;#039;s heat generation power is roughly 1100% bigger then coal, CAN YOU EVEN BELIEVE IT?! OVER 1000% OMG!&lt;br /&gt;
&lt;br /&gt;
And to create it, you just need our three devices from above! And for this reason: Buy them all now, and get a &amp;#039;&amp;#039;&amp;#039;T500-Rechargeable Energy Storation Unit FOR FREE!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Or just craft them, your choice.&lt;br /&gt;
&lt;br /&gt;
To create [[Fuel]], you need.. now... raw oil.&lt;br /&gt;
&lt;br /&gt;
HAH! You fell for it!&lt;br /&gt;
&lt;br /&gt;
Oil is a seriously rare and even further diminishing ressource, only fools would create something from oil!&lt;br /&gt;
&lt;br /&gt;
So, we present you a new way to create [[Fuel]]: with coal!&lt;br /&gt;
&lt;br /&gt;
First of all, you need to turn a raw piece of a coal into a more useful form. Use our &amp;#039;&amp;#039;&amp;#039;Maceratron-E-901&amp;#039;&amp;#039;&amp;#039; to turn this useless piece of coal into some really high-quality coal dust.&lt;br /&gt;
&lt;br /&gt;
In the next step, mix the coal dust with some water. Why? Because the result is supposed to be LIQUID fuel, not dusty one.&lt;br /&gt;
&lt;br /&gt;
Now drop the hydrated coal dust into the &amp;#039;&amp;#039;&amp;#039;Freakin Compress-O-Matic C77&amp;#039;&amp;#039;&amp;#039; to create an compressed piece of hydrated coal dust.&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Single-Use_Battery&amp;diff=11628</id>
		<title>Single-Use Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Single-Use_Battery&amp;diff=11628"/>
		<updated>2012-09-05T13:54:53Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Efficiency */ Corrected Wiki link for Water Cells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:picture_na.png|right|link=|Picture not available]]&lt;br /&gt;
Also known as &amp;#039;&amp;#039;T501-Non-Rechargeable Energy Storage Unit&amp;#039;&amp;#039;, each Single-Use Battery can store up to 1000 EU. That&amp;#039;s 9000 EU less than their [[RE Battery|rechargeable counterparts]], 500 EU more than plain Redstone, and you can&amp;#039;t recharge them. Like RE Batteries, right-clicking will recharge the electric tools currently in your inventory, using the Single-Use Battery.&lt;br /&gt;
However, they are much easier to produce in quantities and are easier to transport. &lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Hydrated Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Redstone&lt;br /&gt;
|B3=Hydrated Coal Dust&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Cable&lt;br /&gt;
|B2=Redstone&lt;br /&gt;
|B3=Coal Dust&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Energy|Input=-|Output=-|Storage=1,000 (per battery)}}&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
Sing-Use Batteries created from normal coal dust will waste about 108 EU per battery. Creating Single-Use Batteries from [[Hydrated Coal Dust]] using [[Water Cell]] to create 8 in a batch however will yield a gain of about 304 EU per battery.&lt;br /&gt;
&lt;br /&gt;
Assuming that you use EU to process the materials, the following table shows the cost in EU to produce one stack of 8 Single-Use Batteries using the most efficient way of creating them:&lt;br /&gt;
{|&lt;br /&gt;
|1&lt;br /&gt;
|[[Coal Dust]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4500 EU&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Redstone Dust&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|500 EU&lt;br /&gt;
|-&lt;br /&gt;
|1 &lt;br /&gt;
|[[Copper Cable]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|375 EU&lt;br /&gt;
|-&lt;br /&gt;
|1 &lt;br /&gt;
|[[Rubber]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|166.66 EU&lt;br /&gt;
|-&lt;br /&gt;
|1/32 &lt;br /&gt;
|Tin&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|23.44 EU&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Total cost&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5565.10 EU&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since you get 8 batteries for a total of 8000 EU, this means you will generate 2434.90 EU each time you create a stack of 8 Single-Use Batteries!&lt;br /&gt;
&lt;br /&gt;
Who needs the law of conservation of energy?! Not you! &amp;#039;&amp;#039;Just don&amp;#039;t forget to hydrate the coal dust!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiring]]&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Single-Use_Battery&amp;diff=11627</id>
		<title>Single-Use Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Single-Use_Battery&amp;diff=11627"/>
		<updated>2012-09-05T13:54:05Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Efficiency */  Rewrote section with a more correct calculation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:picture_na.png|right|link=|Picture not available]]&lt;br /&gt;
Also known as &amp;#039;&amp;#039;T501-Non-Rechargeable Energy Storage Unit&amp;#039;&amp;#039;, each Single-Use Battery can store up to 1000 EU. That&amp;#039;s 9000 EU less than their [[RE Battery|rechargeable counterparts]], 500 EU more than plain Redstone, and you can&amp;#039;t recharge them. Like RE Batteries, right-clicking will recharge the electric tools currently in your inventory, using the Single-Use Battery.&lt;br /&gt;
However, they are much easier to produce in quantities and are easier to transport. &lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Hydrated Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Redstone&lt;br /&gt;
|B3=Hydrated Coal Dust&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Cable&lt;br /&gt;
|B2=Redstone&lt;br /&gt;
|B3=Coal Dust&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Energy|Input=-|Output=-|Storage=1,000 (per battery)}}&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
Sing-Use Batteries created from normal coal dust will waste about 108 EU per battery. Creating Single-Use Batteries from [[Hydrated Coal Dust]] using [[Water Cells]] to create 8 in a batch however will yield a gain of about 304 EU per battery.&lt;br /&gt;
&lt;br /&gt;
Assuming that you use EU to process the materials, the following table shows the cost in EU to produce one stack of 8 Single-Use Batteries using the most efficient way of creating them:&lt;br /&gt;
{|&lt;br /&gt;
|1&lt;br /&gt;
|[[Coal Dust]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4500 EU&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Redstone Dust&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|500 EU&lt;br /&gt;
|-&lt;br /&gt;
|1 &lt;br /&gt;
|[[Copper Cable]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|375 EU&lt;br /&gt;
|-&lt;br /&gt;
|1 &lt;br /&gt;
|[[Rubber]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|166.66 EU&lt;br /&gt;
|-&lt;br /&gt;
|1/32 &lt;br /&gt;
|Tin&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|23.44 EU&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Total cost&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5565.10 EU&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since you get 8 batteries for a total of 8000 EU, this means you will generate 2434.90 EU each time you create a stack of 8 Single-Use Batteries!&lt;br /&gt;
&lt;br /&gt;
Who needs the law of conservation of energy?! Not you! &amp;#039;&amp;#039;Just don&amp;#039;t forget to hydrate the coal dust!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiring]]&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Compressed_hyd._Coalclump&amp;diff=11626</id>
		<title>Compressed hyd. Coalclump</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Compressed_hyd._Coalclump&amp;diff=11626"/>
		<updated>2012-09-05T13:37:50Z</updated>

		<summary type="html">&lt;p&gt;Two: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Compressed Hydrated Coalclump can be obtained by first hydrating [[Coal Dust]] using [[Non-IC Items|Water buckets]] or [[Water Cell|Water cells]], and then [[Compressor|compressing]] them. Using water cells to produce 8 hydrated coal dusts in one batch is the most efficient way to create Hydrated Coal Cells as it uses up the least amount of materials.&lt;br /&gt;
&lt;br /&gt;
It is used to manufacture [[H. Coal Cell|Hydrated Coal Cells]] and, ultimately, the [[Coalfuel Cell]].&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Coal Dust&lt;br /&gt;
|B2=Water Cell&lt;br /&gt;
|Output=Hydrated Coal Dust&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Coal Dust|B1=Coal Dust|C1=Coal Dust&lt;br /&gt;
|A2=Coal Dust|B2=Water Cell|C2=Coal Dust&lt;br /&gt;
|A3=Coal Dust|B3=Coal Dust|C3=Coal Dust&lt;br /&gt;
|Output=Hydrated Coal Dust|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{Grid/Machine&lt;br /&gt;
|Type=Compressor&lt;br /&gt;
|Top=Hydrated Coal Dust&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Compressed hyd. Coalclump&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B2=Empty Cell|C2=Compressed hyd. Coalclump&lt;br /&gt;
|Output=H. Coal Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Grid/Machine&lt;br /&gt;
|Type=Extractor&lt;br /&gt;
|Top=H. Coal Cell&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Coalfuel Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== HAYO ==&lt;br /&gt;
&lt;br /&gt;
Now, sometimes you just need the good&amp;#039;ol Mr. Diesel. For this sake, we adjusted our machines to be capable of producing it, the famous &amp;#039;&amp;#039;&amp;#039;Octanium C++ Fuel&amp;#039;&amp;#039;&amp;#039;,&lt;br /&gt;
&lt;br /&gt;
brought to you in sweet [[Tin]] Canisters. It&amp;#039;s heat generation power is roughly 1100% bigger then coal, CAN YOU EVEN BELIEVE IT?! OVER 1000% OMG!&lt;br /&gt;
&lt;br /&gt;
And to create it, you just need our three devices from above! And for this reason: Buy them all now, and get a &amp;#039;&amp;#039;&amp;#039;T500-Rechargeable Energy Storation Unit FOR FREE!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Or just craft them, your choice.&lt;br /&gt;
&lt;br /&gt;
To create [[Fuel]], you need.. now... raw oil.&lt;br /&gt;
&lt;br /&gt;
HAH! You fell for it!&lt;br /&gt;
&lt;br /&gt;
Oil is a seriously rare and even further diminishing ressource, only fools would create something from oil!&lt;br /&gt;
&lt;br /&gt;
So, we present you a new way to create [[Fuel]]: with coal!&lt;br /&gt;
&lt;br /&gt;
First of all, you need to turn a raw piece of a coal into a more useful form. Use our &amp;#039;&amp;#039;&amp;#039;Maceratron-E-901&amp;#039;&amp;#039;&amp;#039; to turn this useless piece of coal into some really high-quality coal dust.&lt;br /&gt;
&lt;br /&gt;
In the next step, mix the coal dust with some water. Why? Because the result is supposed to be LIQUID fuel, not dusty one.&lt;br /&gt;
&lt;br /&gt;
Now drop the hydrated coal dust into the &amp;#039;&amp;#039;&amp;#039;Freakin Compress-O-Matic C77&amp;#039;&amp;#039;&amp;#039; to create an compressed piece of hydrated coal dust.&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&amp;diff=11620</id>
		<title>Recipes and Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&amp;diff=11620"/>
		<updated>2012-09-03T13:20:32Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Vanilla blocks changed */ Fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of recipes and resources found in IndustrialCraft².&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
== Resources ==&lt;br /&gt;
=== Vanilla blocks changed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Obsidian]]&lt;br /&gt;
![[Image:Grid_Obsidian.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 6000 to 60, this allows [[Secret:Nuke|nuke]] and [[Nuclear_Reactor|reactor]] to destroy obsidian on default power(up to 6 blocks).&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Water]]&lt;br /&gt;
![[Image:Grid_Water_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy water blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Lava]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy lava blocks.&lt;br /&gt;
|-http://wiki.industrial-craft.net/skins/common/images/button_extlink.png&lt;br /&gt;
![[Non-IC Items|Lava bucket]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|Fuel value changed from 20000 to 2000 if used inside Iron Furnace.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Redstone]]&lt;br /&gt;
![[Image:Grid_Redstone.png|64px]]&lt;br /&gt;
|Can be used in any battery slot to instantly generate 500 EU.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ores ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Ore]]&lt;br /&gt;
![[Image:Copper Ore.png|64px]]&lt;br /&gt;
|Found on layers 10 to 70(rate 15:10). Used most notably to make [[Copper Cable]] and [[Bronze]].&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Ore]]&lt;br /&gt;
![[Image:Tin Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 40(rate 25:6). Used most notably to make [[RE Battery|Rechargeable Batteries]] and [[Empty Cell|cells]].&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Ore]]&lt;br /&gt;
![[Image:Uranium Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 64(rate 20:3). Used to make [[Refined Uranium]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Generation rate is number of generation attempts per chunk : number of ore generated per attempt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overworld ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Wood| Rubber Tree]]&lt;br /&gt;
![[Image:Rubber Tree.png|128px]]&lt;br /&gt;
|Unique trees which have pine (dark) logs and birch (light) leaves. They are rare to find, but are more common in Swamp biomes, and are easy to find through their unique &amp;quot;wing&amp;quot; on their leaf design. Their wood is special and has resin holes that may be right-clicked on with a [[Treetap]] to get [[Sticky Resin]], extracted to make one piece of [[Rubber]], be crafted into 3 (instead of 4) wooden planks, or be smelted into normal spruce wood. Their leaves have a small chance of dropping a [[Rubber Wood| Rubber Tree]] Sapling.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
World generation rate of Rubber Trees depends on biome:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Desert&amp;#039;&amp;#039;&amp;#039; 0% chance to generate any Rubber Trees per chunk.&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Forest&amp;#039;&amp;#039;&amp;#039; 2-12% chance to generate 1-6 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Taiga&amp;#039;&amp;#039;&amp;#039; 0-6% chance to generate 0-3 Rubber Trees per chunk.&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Swampland&amp;#039;&amp;#039;&amp;#039; 10-30% chance to generate 5-15 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minimal tree height is 2 max is 8.&lt;br /&gt;
Every log has a 25% chance of having a resin hole, max 3 holes per tree.&lt;br /&gt;
&lt;br /&gt;
== Cables ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Tin|B2=Tin|C2=Tin&lt;br /&gt;
|Output=Tin Cable|OA=9&lt;br /&gt;
}}&lt;br /&gt;
|Special uninsulated tin cable which handles up to 5 EU/t (ultra-low [[EU|voltage]]) have 0.025 loss per block.&lt;br /&gt;
Uninsulated cables cannot be painted.&lt;br /&gt;
Uninsulated cables deal 1 point of damage per 64 EU current rowned down.&lt;br /&gt;
Most effective tool for cables removal is chainsaw.&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|Output=Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.29&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable|Insulated Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Rubber|B3=Rubber|C3=Rubber&lt;br /&gt;
|Output=Insulated Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Copper Cable&lt;br /&gt;
|Output=Insulated Copper Cable&lt;br /&gt;
}}&lt;br /&gt;
|Insulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]). Insulation allows the cable to be painted, reduces distance-based energy loss and completely removes electric shock. You can also apply insulation to uninsulated copper cable by putting the uninsulated cable and a single piece of [[Rubber]] (shapeless) in a crafting table.&lt;br /&gt;
EU loss rate is 0.21&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Gold|B2=Gold|C2=Gold&lt;br /&gt;
|Output=Gold Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.5&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Single-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Gold|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated Gold Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Gold Cable&lt;br /&gt;
|Output=Insulated Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.4501&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Double-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.402&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=HV Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Single-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Refined Iron|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated HV Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=HV Cable&lt;br /&gt;
|Output=Insulated HV Cable|OA&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.949&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Double-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Double insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.9&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Triple-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Insulated HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=2xIns. HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Triple-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Triple insulation allows the cable to be painted, reduces distance-based energy loss and removes electric shock.&lt;br /&gt;
EU loss rate is 0.8&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although in-game it currently lists &amp;quot;4xInsulated&amp;quot;, that is incorrect as you are adding a layer of insulation each time, not doubling the insulation each time. It is actually &amp;quot;3xIns&amp;quot; and should get renamed eventually in some future patch.&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
![[Glass Fibre Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass Fibre Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Silver ingot|B2=Diamond|C2=Silver ingot&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass_Fibre_Cable|OA=6&lt;br /&gt;
|Output-link=Glass Fibre Cable&lt;br /&gt;
}}&lt;br /&gt;
|Special glass fibre cable which handles up to 512 EU/t (high [[EU|voltage]]). It is the only kind of uninsulated cable which can be painted and gives no electric shock. Glass fibre cable is useful for long-distance wiring, since it has the smallest energy loss of all kinds of cable - 1 EU every 40 blocks (0.025 EU per block).&lt;br /&gt;
|-&lt;br /&gt;
![[Detector Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=3xIns. HV Cable|C2=Redstone&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Detector Cable&lt;br /&gt;
}}&lt;br /&gt;
|Outputs Redstone current when powered, support up to 512 EU flow(cannot be placed on HV lines).&lt;br /&gt;
EU loss rate is 0.5 (Since v1.62 this is no longer a viable cable option to replace glass fibre!)&lt;br /&gt;
|-&lt;br /&gt;
![[Splitter Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Redstone&lt;br /&gt;
|A2=3xIns. HV Cable|B2=Lever|C2=3xIns. HV Cable&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Splitter Cable&lt;br /&gt;
}}&lt;br /&gt;
|Prevents the transfer of EU while being powered by Redstone, support up to 512 EU flow.&lt;br /&gt;
EU loss rate is 0.025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== EU Storage ==&lt;br /&gt;
=== Blocks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatBox]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=RE Battery|B2=RE Battery|C2=RE Battery&lt;br /&gt;
|A3=Wooden Planks|B3=Wooden Planks|C3=Wooden Planks&lt;br /&gt;
|Output=BatBox&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 40,000 [[EU]] and accepts up to and outputs 32 EU/t (low voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFE Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=2xIns. Gold Cable|B1=Energy Crystal|C1=2xIns. Gold Cable&lt;br /&gt;
|A2=Energy Crystal|B2=Machine|C2=Energy Crystal&lt;br /&gt;
|A3=2xIns. Gold Cable|B3=Energy Crystal|C3=2xIns. Gold Cable&lt;br /&gt;
|Output=MFE Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 600,000 [[EU]] and accepts up to and outputs 128 EU/t (medium voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFS Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapotron Crystal|B1=Advanced Circuit|C1=Lapotron Crystal&lt;br /&gt;
|A2=Lapotron Crystal|B2=MFE Unit|C2=Lapotron Crystal&lt;br /&gt;
|A3=Lapotron Crystal|B3=Advanced Machine|C3=Lapotron Crystal&lt;br /&gt;
|Output=MFS Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 10,000,000 [[EU]] and accepts up to and outputs 512 EU/t (high voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Single-Use Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Hydrated Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores 1000 EU and can only be used once, but are stackable in up to 64. It can also be used to power most machines from their bottom slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Tin|B2=Redstone|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Redstone|C3=Tin&lt;br /&gt;
|Output=RE Battery&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 10000 [[EU]] and can be charged or discharged in a [[BatBox]], [[MFE Unit]] or [[MFS Unit]]. It can also be used to power most machines from their bottom slot, and be charged in generators through their top (or middle) slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery|Battery Pack]]&lt;br /&gt;
(IC1 only)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Tin|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|B3=Tin|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Battery Pack&lt;br /&gt;
}}&lt;br /&gt;
|Stackable battery pack which pops 6 charged [[RE Battery|RE Batteries]] in the ground when right-clicked.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Energy Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 100,000 [[EU]] and can only be charged or discharged in a [[MFE Unit]] or a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Lapotron Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli (Dye)|B1=Electronic Circuit|C1=Lapis Lazuli (Dye)&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Energy Crystal|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Lapis Lazuli (Dye)|B3=Electronic Circuit|C3=Lapis Lazuli (Dye)&lt;br /&gt;
|Output=Lapotron Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 1,000,000 [[EU]] and can only be charged or discharged in a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzed Water Cell]]&lt;br /&gt;
|&lt;br /&gt;
|Created in an [[Electrolyzer]] when the adjacent [[MFE Unit]] or [[MFS Unit]] is full, those cells absorb 15000 EU, but lose 1500 EU, only giving off 13500 EU when used (again by the [[Electrolyzer]] when the adjacent MFE/MFS is 25% or less full).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Transformers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[LV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Wooden Planks|B3=Insulated Copper Cable|C3=Wooden Planks&lt;br /&gt;
|Output=LV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 32EU packets (LV) and outputs 128EU (MV) packets, OR&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 32EU (LV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[MV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=2xIns. Gold Cable|C1=&lt;br /&gt;
|A2=|B2=Machine|C2=&lt;br /&gt;
|A3=|B3=2xIns. Gold Cable|C3=&lt;br /&gt;
|Output=MV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 512EU (HV) packets, OR&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 128EU (MV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[HV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=4xIns. HV Cable&lt;br /&gt;
|A2=Electronic Circuit|B2=MV Transformer|C2=Energy Crystal&lt;br /&gt;
|B3=4xIns. HV Cable&lt;br /&gt;
|Output=HV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 2048EU (EV) packets, OR&lt;br /&gt;
* Accepts up to 2048EU packets (EV) and outputs 512EU (HV) packets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machine Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Refined Iron|C3=Refined Iron&lt;br /&gt;
|Output=Machine&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|Output=Refined Iron|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines and the [[QuantumSuit Leggings|Quantum Leggings]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Advanced Alloy&lt;br /&gt;
|A2=Carbon Plate|B2=Machine|C2=Carbon Plate&lt;br /&gt;
|B3=Advanced Alloy&lt;br /&gt;
|Output=Advanced Machine&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines.&lt;br /&gt;
|-&lt;br /&gt;
![[Electronic Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|B1=Cable|C1=Cable&lt;br /&gt;
|A2=Redstone|B2=Refined Iron|C2=Redstone&lt;br /&gt;
|A3=Cable|B3=Cable|C3=Cable&lt;br /&gt;
|Output=Electronic Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines, smart items and the [[Advanced Circuit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Glowstone Dust|C1=Redstone&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Electronic Circuit|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Redstone|B3=Glowstone Dust|C3=Redstone&lt;br /&gt;
|Output=Advanced Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines and smart items.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generators ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|B3=Iron Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
|Simple generator which accepts [[Fuel Can (Filled)|fuel]] (43,200 EU for coal fuel, 16,200 EU for bio fuel), coal (4000 EU), [[Scrap|scrap]] (825 EU), wood (750 EU), planks (750 EU), wooden blocks (750 EU), sticks (250 EU), saplings (250 EU, 200 EU for rubber tree saplings), sugar cane (125 EU) and cactus (125 EU) and outputs 10 EU/t. If there is no destination for the current, it can store up to 4000 [[EU]]. It is also a base component for other generators.&lt;br /&gt;
|-&lt;br /&gt;
![[Geothermal Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Empty Cell|C1=Glass&lt;br /&gt;
|A2=Glass|B2=Empty Cell|C2=Glass&lt;br /&gt;
|A3=Refined Iron|B3=Generator|C3=Refined Iron&lt;br /&gt;
|Output=Geothermal Generator&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts lava buckets and [[Lava Cell|cells]] and outputs 20 EU/t for a total of 20,000 [[EU]] per lava bucket. If there is no destination for the current, it stores up to 480,000 [[EU]] (24 buckets or cells).&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Panel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Coal Dust|B1=Glass|C1=Coal Dust&lt;br /&gt;
|A2=Glass|B2=Coal Dust|C2=Glass&lt;br /&gt;
|A3=Electronic Circuit|B3=Generator|C3=Electronic Circuit&lt;br /&gt;
|Output=Solar Panel&lt;br /&gt;
}}&lt;br /&gt;
|Generator which, when exposed to sunlight through its top (glass and other non-full blocks like signs are an exception), outputs about 0.8-1.0 EU/t for a total of 13000-13500 EU per Minecraft day (05:30 to 18:35 in latest bukkit time).&lt;br /&gt;
&amp;#039;&amp;#039;Note: This recipe changed from using Cable to Electronic circuits in v.1.337&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Note2:can be differed from server or client&amp;#039;s status.&lt;br /&gt;
|-&lt;br /&gt;
![[Water Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stick|B1=Wooden Planks|C1=Stick&lt;br /&gt;
|A2=Wooden Planks|B2=Generator|C2=Wooden Planks&lt;br /&gt;
|A3=Stick|B3=Wooden Planks|C3=Stick&lt;br /&gt;
|Output=Water Mill|OA=2&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts water buckets and adjacent water and outputs either 2 EU/t for a total of 1000 EU per water bucket, or 0.010 EU/t per adjacent water block for a maximum of 0.25 EU/t with a 3x3 cube of water with the water mill in the middle and cable on top.&lt;br /&gt;
|-&lt;br /&gt;
![[Wind Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|C1=Iron&lt;br /&gt;
|B2=Generator&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Windmill&lt;br /&gt;
}}&lt;br /&gt;
|Generator which outputs 0-3 EU/t for a total of an average of 250 EU/t multiplied by its height in the Minecraft world. The generation power can be hindered by any block in a 9x9x7 area around it, reducing the effective height by 1 for each block in said area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Reactor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nuclear Reactor]]&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;
|Complex generator whose output and total [[EU]] varies depending on the setup. Making reactor setups isn&amp;#039;t easy and can lead to violent nuclear explosions. See its [[Nuclear Reactor|article]] for more information on how to build proper reactor setups. Can be disabled (cooldown mode) by applying a Redstone current to the core or any of the chambers.&lt;br /&gt;
|-&lt;br /&gt;
![[Reactor Chamber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Integrated Heat Dispenser|C1=Advanced Alloy&lt;br /&gt;
|A2=Integrated Reactor Plating|B2=Machine|C2=Integrated Reactor Plating&lt;br /&gt;
|A3=Advanced Alloy|B3=Integrated Reactor Plating|C3=Advanced Alloy&lt;br /&gt;
|Output=Reactor Chamber&lt;br /&gt;
}}&lt;br /&gt;
|Can be attached to a [[Nuclear Reactor|reactor]] to increase its space by 1 column and its hull heat tolerance by 1000, also cooling the reactor at a rate of -2 heat per tick. Up to 6 chambers may be attached to a reactor, one on each side of it. Also used to craft a reactor.&lt;br /&gt;
|-&lt;br /&gt;
![[Refined Uranium]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Compressor&lt;br /&gt;
|Top=Uranium&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Refined Uranium&lt;br /&gt;
}}&lt;br /&gt;
|Refined form of the [[Uranium|uranium]] resource, used to craft a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Reactor Plating]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Copper&lt;br /&gt;
|A2=Copper|B2=Advanced Alloy|C2=Copper&lt;br /&gt;
|B3=Copper&lt;br /&gt;
|Output=Integrated Reactor Plating&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat evenly between neighboring [[Coolant Cell]]s or other plating. When there are no components cool enough, it stores up to 10,000 heat. It also increases the reactor hull&amp;#039;s heat tolerance by 100.&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Heat Dispenser]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Advanced Circuit|C1=Copper&lt;br /&gt;
|A2=Cooling Cell|B2=Integrated Reactor Plating|C2=Cooling Cell&lt;br /&gt;
|Output=Integrated Heat Dispenser&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat from itself either to neighboring [[Coolant Cell]]s or to the reactor hull. Every reactor tick (second), it can add or subtract 6 heat from neighboring elements and dispense up to 25 heat to or from the reactor hull.&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Uranium Fuel Ingot&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
|Generates 1,000,000-5,000,000 [[EU]] at 5-25 EU/t (depending on efficiency, that is, cell adjacency), but generates excess heat which must be eliminated through cooling. When it decays, rarely turns into a [[Near-Depleted Uranium Cell]], which once recharged, turns into a fresh new cell.&lt;br /&gt;
|-&lt;br /&gt;
![[Near-Depleted Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Empty Cell|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Uranium Fuel Ingot|C2=Empty Cell&lt;br /&gt;
|A3=Empty Cell|B3=Empty Cell|C3=Empty Cell&lt;br /&gt;
|Output=Near-Depleted Uranium Cell|OA=8&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Rarely created when an [[Uranium Cell]] decays&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned into a rechargeable [[Depleted Isotope Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Depleted Isotope Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Near-Depleted Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Depleted Isotope Cell&lt;br /&gt;
}}&lt;br /&gt;
|When surrounded by one or more [[Uranium Cell]]s, will make the cell pulse an additional time. This pulse generates heat, but not EU, and recharges the cell. Recharging is much faster when done on a reactor running very hot (up to 9000 heat).&lt;br /&gt;
|-&lt;br /&gt;
![[Re-Enriched Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell&lt;br /&gt;
|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Created once a [[Depleted Isotope Cell]] charges&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned back into a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Coolant Cell]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Extractor&lt;br /&gt;
|Top=Water Cell&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Cooling Cell&lt;br /&gt;
}}&lt;br /&gt;
|Absorbs up to 10,000 heat from [[Uranium Cell|uranium cells]] and other elements, while cooling itself down for 1 heat per reactor tick (second).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Processors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|B1=Iron|C1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Iron|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Furnace|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Normal furnace which is faster (and thus uses less fuel) than a normal furnace, which can also burn [[Fuel Can (Filled)|fuel]]. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Electro Furnace|Electric Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=Iron Furnace|C2=Redstone&lt;br /&gt;
|Output=Electro Furnace&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered furnace which is faster than an iron furnace. Takes 313 [[EU]] per operation (at least 3 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Macerator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=Cobblestone|B2=Machine|C2=Cobblestone&lt;br /&gt;
|B3=Electronic Circuit&lt;br /&gt;
|Output=Macerator&lt;br /&gt;
}}&lt;br /&gt;
|Turns ore into [[Dusts]] and some other things - look for more recipes on [[Macerator|this]] page. Takes 625 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Extractor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Treetap|B1=Machine|C1=Treetap&lt;br /&gt;
|A2=Treetap|B2=Electronic Circuit|C2=Treetap&lt;br /&gt;
|Output=Extractor&lt;br /&gt;
}}&lt;br /&gt;
|Extracts resin into 3 rubber (triple the efficiency) and turns simple fuel cells into liquid fuel ones and some other things - look for more recipes on [[Extractor|this]] page. Takes 313 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Compressor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stone|C1=Stone&lt;br /&gt;
|A2=Stone|B2=Machine|C2=Stone&lt;br /&gt;
|A3=Stone|B3=Electronic Circuit|C3=Stone&lt;br /&gt;
|Output=Compressor&lt;br /&gt;
}}&lt;br /&gt;
|Compresses [[Mixed Metal Ingot]]s into [[Advanced Alloy]] and [[Plantball]]s into [[Compressed Plants]] and some other things - look for more recipes on [[Compressor|this]] page. Takes 625 EU per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Recycler]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Compressor|C2=Dirt&lt;br /&gt;
|A3=Refined Iron|B3=Dirt|C3=Refined Iron&lt;br /&gt;
|Output=Recycler&lt;br /&gt;
}}&lt;br /&gt;
|Has a random chance of turning anything inserted into it to [[Scrap]]. Takes 35 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Canning Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Tin|B1=Electronic Circuit|C1=Tin&lt;br /&gt;
|A2=Tin|B2=Machine|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Tin|C3=Tin&lt;br /&gt;
|Output=Canning Machine&lt;br /&gt;
}}&lt;br /&gt;
|Turns food (top slot) and tin cans (bottom slot) into several canned food (see the [[Food List]]). Canned food instantly heals you 1 heart per unit. It is also used to fill [[Fuel Can (Empty)|fuel cans]] using [[Biofuel Cell]]s and [[Coalfuel Cell]]s, and refuel [[Jetpack]]s using those cells. Takes (unknown) EU per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Induction Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Copper|C1=Copper&lt;br /&gt;
|A2=Copper|B2=Electro Furnace|C2=Copper&lt;br /&gt;
|A3=Copper|B3=Advanced Machine|C3=Copper&lt;br /&gt;
|Output=Induction Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Special two-input two-output furnace which increases its smelting speed as it heats up through smelting. When it&amp;#039;s not smelting anything, it will quickly lose heat, but the furnace can be applied a Redstone current to keep itself heated for 1 EU/t. Takes 6000 (0% heat) to 208 (100% heat) EU per operation (at least 16 EU/t needed for continuous usage), up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mass Fabricator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Circuit|C1=Glowstone Dust&lt;br /&gt;
|A2=Advanced Machine|B2=Lapotron Crystal|C2=Advanced Machine&lt;br /&gt;
|A3=Glowstone Dust|B3=Advanced Circuit|C3=Glowstone Dust&lt;br /&gt;
|Output=Mass Fabricator&lt;br /&gt;
}}&lt;br /&gt;
|Generates [[Matter]] for a vast amount of energy, but said amount can be reduced and the generation speed increased by feeding [[Scrap]] to the bottom slot. Takes 1,000,000 EU per operation (without any scrap), up to high [[EU|voltage]] (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Luminator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined_Iron|B1=Insulated Copper Cable|C1=Refined_Iron&lt;br /&gt;
|A2=Glass|B2=Tin_Cable|C2=Glass&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Luminator|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Produces light when powered.&lt;br /&gt;
|-&lt;br /&gt;
![[Personal Safe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Chest&lt;br /&gt;
|Output=Personal Safe&lt;br /&gt;
}}&lt;br /&gt;
|Chest which can only be opened by you once you right-click it for the first time. It also has the space of a double chest. Useful for SMP. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Trade-O-Mat]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Chest|B2=Machine|C2=Chest&lt;br /&gt;
|Output=Trade-O-Mat&lt;br /&gt;
}}&lt;br /&gt;
|Allows a certain item to be traded by another, giving or taking from an adjacent chest or [[Personal Safe]]. Useful for SMP. See its [[Trade-O-Mat|article]] for a full guide on how to set one up. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Magnetizer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Iron Fence|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Machine|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Iron Fence|C3=Redstone&lt;br /&gt;
|Output=Magnetizer&lt;br /&gt;
}}&lt;br /&gt;
|Turns [[Iron Fence]]s stacked vertically (up and/or down) into a faster alternative to ladders. When a player wearing metal boots (iron, gold, [[Bronze Boots|bronze]], [[Nano-Boots|nano]] or [[QuantumSuit Boots|quantum]]) approaches the fences, said player is quickly propelled upwards while the Magnetizer uses energy. Takes 2 EU/t while a player is being propelled, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|C1=Cable&lt;br /&gt;
|A2=Cable|B2=Electronic Circuit|C2=Cable&lt;br /&gt;
|A3=Empty Cell|B3=Machine|C3=Empty Cell&lt;br /&gt;
|Output=Electrolyzer&lt;br /&gt;
}}&lt;br /&gt;
|When placed adjacent to a [[MFE Unit]] or [[MFS Unit]] and filled with [[Water Cell]]s, once the [[EU]] storage is full, starts turning the cells into [[Electrolyzed Water Cells]], but once it&amp;#039;s empty, starts using up the electrolyzed cells to supply power. Both operations run at 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Tesla Coil]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=MV Transformer|C2=Redstone&lt;br /&gt;
|A3=Refined Iron|B3=Electronic Circuit|C3=Refined Iron&lt;br /&gt;
|Output=Tesla Coil&lt;br /&gt;
}}&lt;br /&gt;
|When charged and applied a Redstone current, it starts finding NPCs and players at a range of 4 blocks at the cost of 2 EU/t. If a NPC/player is found, it will apply 10 hearts of damage to it and discharge. Useful for placing monster traps outside your base. Takes 5000 [[EU]] to charge, up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Teleporter]]&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;
|Teleports a player to another [[Teleporter]] defined by a [[FreqTrans]] once it is applied Redstone current. Takes a variable amount of EU depending on the distance, kind of creature (human/monster/animal), inventory and worn armor (from Distance*100 for an animal to Distance*3100 for a player with a full inventory of stacks of 64 and all armor pieces worn), up to high [[EU|voltage]] (512 EU/t). Please note that a teleporter does not accept cables as energy inputs - only EU storage blocks ([[MFS Unit]] recommended) adjacent to it.&lt;br /&gt;
|-&lt;br /&gt;
![[Industrial TNT]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=TNT|B2=TNT|C2=TNT&lt;br /&gt;
|A3=Flint|B3=Flint|C3=Flint&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Glowstone Dust|B2=Electronic Circuit|C2=Glowstone Dust&lt;br /&gt;
|A3=TNT|B3=TNT|C3=TNT&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
|Much like [[TNT]], but with less power so as not to destroy ores or deal as much damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=String&lt;br /&gt;
|A2=Industrial TNT&lt;br /&gt;
|Output=Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Smaller version of [[Industrial TNT]] which can be thrown or placed.&lt;br /&gt;
|-&lt;br /&gt;
![[Sticky Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Dynamite|B1=Dynamite|C1=Dynamite&lt;br /&gt;
|A2=Dynamite|B2=Sticky Resin|C2=Dynamite&lt;br /&gt;
|A3=Dynamite|B3=Dynamite|C3=Dynamite&lt;br /&gt;
|Output=Sticky Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Dynamite that will stick to a wall when thrown.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Trampoline]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1= |B1= |C1=&lt;br /&gt;
|A2=Rubber |B2=Rubber |C2=Rubber&lt;br /&gt;
|A3=Rubber |B3=Rubber |C3=Rubber&lt;br /&gt;
|Output=Rubber Trampoline|OA=3&lt;br /&gt;
}}&lt;br /&gt;
|Jumping off of a height onto this rubberized sheet will cause you to bounce back up, effectively negating fall damage.  The rubber trampoline must be connected on at least 2 sides to blocks on the same level as it, and must have a gap underneath, similar to a real trampoline. &lt;br /&gt;
|-&lt;br /&gt;
![[Iron Fence]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=Iron Fence|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Iron Fences can serve as a normal fence. Iron Fences can be stacked on top of one another, and if a player approaches the resulting pole while holding the Crouch button, he will quickly slide down the pole, much faster than down a ladder, but still not fast enough to receive fall damage upon touching the ground. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miner ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Miner]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Electronic Circuit|B1=Machine|C1=Electronic Circuit&lt;br /&gt;
|B2=Mining Pipe&lt;br /&gt;
|B3=Mining Pipe&lt;br /&gt;
|Output=Miner&lt;br /&gt;
}}&lt;br /&gt;
|Mines vertically by laying down [[Mining Pipe]]s placed in the top-center slot, using the [[Mining Drill]] or [[Diamond Drill]] (faster but consumes more energy) in the top-left slot and scanning for ores using the [[OD Scanner]] (5x5 area) or [[OV Scanner]] (9x9 area) in the top-right slot, either throwing anything out or placing in an adjacent chest. Any kind of block may be placed in the pipe slot too, causing the pipes to be retracted and refunded. Takes a variable amount of EU per operation based on the scanner and drill (460 EU for Mining Drill or 890 EU for Diamond Drill + 70 EU for OD Scanner or 180 EU for OV Scanner), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Pump]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Electronic Circuit|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Machine|C2=Empty Cell&lt;br /&gt;
|A3=Mining Pipe|B3=Treetap|C3=Mining Pipe&lt;br /&gt;
|Output=Pump&lt;br /&gt;
}}&lt;br /&gt;
|When placed next to a miner and filled with empty [[Empty Cell|cells]], fills the cells with any liquid the miner comes across. When alone, fills an empty [[Empty Cell|cell]] with a liquid one block directly below the pump. Takes 200 [[EU]] per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Pipe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Treetap|C3=Refined Iron&lt;br /&gt;
|Output=Mining Pipe|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Placed in the miner&amp;#039;s top-center slot.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terraformer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Tfbp|C1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Advanced Machine|C2=Dirt&lt;br /&gt;
|A3=Glowstone Dust|B3=Dirt|C3=Glowstone Dust&lt;br /&gt;
|Output=Terraformer&lt;br /&gt;
}}&lt;br /&gt;
|Alters (terraforms) nearby landscape following a [[Terraformer Blueprint]] inserted in it (by right-clicking the machine with the blueprint). Takes a variable amount of EU/t (based on the blueprint being used), up to high voltage (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer Blueprint|Empty Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Advanced Circuit&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Tfbp&lt;br /&gt;
}}&lt;br /&gt;
|Empty Terraformer blueprint used to craft functional ones.&lt;br /&gt;
|-&lt;br /&gt;
![[Chilling|Chilling Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Snowball&lt;br /&gt;
|A2=Snowball|B2=Tfbp|C2=Snowball&lt;br /&gt;
|B3=Snowball&lt;br /&gt;
|Output=Chilling&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Snow biome by placing snow (and later snow blocks) on top of blocks and freezing water. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Compression|Compression Blueprint]]&lt;br /&gt;
(coming soon)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Stone|C1=Cobblestone&lt;br /&gt;
|A2=Stone|B2=Tfbp|C2=Stone&lt;br /&gt;
|A3=Cobblestone|B3=Stone|C3=Cobblestone&lt;br /&gt;
|Output=Compression&lt;br /&gt;
}}&lt;br /&gt;
|Removes dirt and sand, crushing some of it into cobblestone and sandstone and then crushing cobblestone into stone. Takes 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Cultivation|Cultivation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Seeds&lt;br /&gt;
|A2=Seeds|B2=Tfbp|C2=Seeds&lt;br /&gt;
|B3=Seeds&lt;br /&gt;
|Output=Cultivation&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Plains biome by replacing sand with dirt, growing grass on top of dirt and randomly adding plantlife. Takes 20 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Desertification|Desertification Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Sand&lt;br /&gt;
|A2=Sand|B2=Tfbp|C2=Sand&lt;br /&gt;
|B3=Sand&lt;br /&gt;
|Output=Desertification&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Desert biome by replacing dirt with sand, destroying plants, melting ice/snow and causing forest fires. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Flatificator|Flatificator Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Dirt&lt;br /&gt;
|A2=Dirt|B2=Tfbp|C2=Dirt&lt;br /&gt;
|B3=Dirt&lt;br /&gt;
|Output=Flatificator&lt;br /&gt;
}}&lt;br /&gt;
|Removes all natural blocks (except stone) above the Terraformer and fills land below the Terraformer with dirt. Takes 40 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Irrigation|Irrigation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Water Bucket&lt;br /&gt;
|A2=Water Bucket|B2=Tfbp|C2=Water Bucket&lt;br /&gt;
|B3=Water Bucket&lt;br /&gt;
|Output=Irrigation&lt;br /&gt;
}}&lt;br /&gt;
|Replaces sand with dirt, grows grass on top of dirt, causes plants to grow faster, lets sugar cane grow past 3 blocks and rarely spawns water below the Terraformer. Takes 8 EU/t.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
Place one or more upgrades into the four right-most slots of a machine to upgrade said machine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Overclocker upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cooling Cell|B1=Cooling Cell|C1=Cooling Cell&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=Overclocker upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to speed up machines at the cost of higher energy consumption.  Each upgrade reduces the operating time to 70% of the previous value and increases energy consumption by 60%.  The effect is multiplicative.&lt;br /&gt;
|-&lt;br /&gt;
![[Transformer upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=2xIns. Gold Cable|B2=MV Transformer|C2=2xIns. Gold Cable&lt;br /&gt;
|A3=Glass|B3=Electronic Circuit|C3=Glass&lt;br /&gt;
|Output=Transformer upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s power input rate or tier.  One upgrade enables a tier 1 machine to receive 128EU/t. Two upgrades enables it to receive 512EU/t and three for More than 512 EU.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy storage upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Wooden Planks|C1=Wooden Planks&lt;br /&gt;
|A2=Insulated Copper Cable|B2=RE Battery|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Wooden Planks|B3=Electronic Circuit|C3=Wooden Planks&lt;br /&gt;
|Output=Energy storage upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s internal power storage.  Each upgrade increases the storage capacity by 10,000 EU.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Helmet&lt;br /&gt;
}}&lt;br /&gt;
|Helmet with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Chestplate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|B3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Chestplate&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Leggings&lt;br /&gt;
}}&lt;br /&gt;
|Leggings with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Boots&lt;br /&gt;
}}&lt;br /&gt;
|Boots with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Helmet|Nano Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Glass|C2=Carbon Plate&lt;br /&gt;
|Output=Nano-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Bodyarmor|Nano Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Energy Crystal (Charged)|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Leggings|Nano Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Boots|Nano Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal (Charged)|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Iridium Plate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Ore|B1=Advanced Alloy|C1=Iridium Ore&lt;br /&gt;
|A2=Advanced Alloy|B2=Diamond|C2=Advanced Alloy&lt;br /&gt;
|A3=Iridium Ore|B3=Advanced Alloy|C3=Iridium Ore&lt;br /&gt;
|Output=Iridium Plate&lt;br /&gt;
}}&lt;br /&gt;
|Material used to craft QuantumSuit armor&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Helmet|Quantum Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Nano-Helmet|C1=&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Advanced Circuit|B3=Reinforced Glass|C3=Advanced Circuit&lt;br /&gt;
|Output=Quantum-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which lets you breathe underwater, replenishes your hunger and cures poison while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Bodyarmor|Quantum Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Nano-Bodyarmor|C1=Advanced Alloy&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Iridium Plate|B3=Advanced Alloy|C3=Iridium Plate&lt;br /&gt;
|Output=Quantum-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs all of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Leggings|Quantum Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Machine|B1=Lapotron Crystal|C1=Machine&lt;br /&gt;
|A2=Iridium Plate|B2=Nano-Leggings|C2=Iridium Plate&lt;br /&gt;
|A3=Glowstone Dust|B3=|C3=Glowstone Dust&lt;br /&gt;
|Output=Quantum-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which let you sprint more than 3 times faster, and while sprinting, jump higher.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Boots|Quantum Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Plate|B1=Nano-Boots|C1=Iridium Plate&lt;br /&gt;
|A2=Rubber Boots|B2=Lapotron Crystal|C2=Rubber Boots&lt;br /&gt;
|A3=|B3=|C3=|Output=Quantum-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb all of your fall damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatPack|Bat-Pack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Electronic_Circuit|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Bat-Pack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which powers your electric tools using its energy of up to 60,000 [[EU]] while you are wearing it.&lt;br /&gt;
|-&lt;br /&gt;
![[LapPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli Block|B1=Advanced Circuit |C1=Lapis Lazuli Block&lt;br /&gt;
|A2=Lapis Lazuli Block|B2=Bat-Pack|C2=Lapis Lazuli Block&lt;br /&gt;
|A3=Lapis Lazuli Block|C3=Lapis Lazuli Block&lt;br /&gt;
|Output=LapPack&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded version of the [[Batpack]] which can hold 300,000 [[EU]]&lt;br /&gt;
|-&lt;br /&gt;
![[Composite Armor Vest|Composite Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|C1=Advanced Alloy&lt;br /&gt;
|A2=Advanced Alloy|B2=Iron Chestplate|C2=Advanced Alloy&lt;br /&gt;
|A3=Advanced Alloy|B3=Leather_Tunic|C3=Advanced Alloy&lt;br /&gt;
|Output=Composite Armor Vest&lt;br /&gt;
}}&lt;br /&gt;
|Super-durable chestplate, more than 3 times the durability of a diamond chestplate.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Advanced Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=BatBox|C2=Refined Iron&lt;br /&gt;
|A3=Glowstone Dust|C3=Glowstone Dust&lt;br /&gt;
|Output=Electric Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered jetpack worn as a chestplate. It has a limited maximum flying height and a smaller operational time, unlike the normal fuel-powered [[Jetpack]].&lt;br /&gt;
|-&lt;br /&gt;
![[Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Electronic Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Fuel Can (Empty)|C2=Refined Iron&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[Fuel]]-powered tool that allows the player to fly while worn as a chestplate.  It last for 90 seconds when fully charged.&lt;br /&gt;
|-&lt;br /&gt;
![[CFPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=CF_Sprayer|B1=Electronic_Circuit|C1=CF_Sprayer&lt;br /&gt;
|A2=Fuel_Can_(Empty)|B2=Tin|C2=Fuel_Can_(Empty)&lt;br /&gt;
|A3=Fuel_Can_(Empty)|B3=|C3=Fuel_Can_(Empty)&lt;br /&gt;
|Output=CFPack&lt;br /&gt;
|Output link=CFPack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which stores additional CF Pellets to automatically reload a CF Sprayer.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Rubber|C2=Rubber&lt;br /&gt;
|A3=Rubber|B3=Wool|C3=Rubber&lt;br /&gt;
|Output=Rubber Boots&lt;br /&gt;
|-&lt;br /&gt;
}}&lt;br /&gt;
|Boots which reduce your fall damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Static Boots|Static Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Wool&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Static-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which charge the electric chestplate you&amp;#039;re wearing.&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Helmet|Solar Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|B1=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron Helmet&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which charges the electric chestplate you&amp;#039;re wearing from sunlight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Pickaxe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Pickaxe&lt;br /&gt;
}}&lt;br /&gt;
|Pickaxe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Shovel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Shovel&lt;br /&gt;
}}&lt;br /&gt;
|Shovel with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Axe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick|C2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Axe&lt;br /&gt;
}}&lt;br /&gt;
|Axe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Sword]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Sword&lt;br /&gt;
}}&lt;br /&gt;
|Sword with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wooden Planks&lt;br /&gt;
|A2=Wooden Planks|B2=Wooden Planks|C2=Wooden Planks&lt;br /&gt;
|A3=Wooden Planks&lt;br /&gt;
|Output=Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Extracts [[Sticky Resin]] from [[Rubber Wood|rubber wood]] with resin holes in them upon right-clicking the wood.&lt;br /&gt;
|-&lt;br /&gt;
![[Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|B3=Bronze&lt;br /&gt;
|Output=Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Removes machine with right click (there is a small chance that a machine will be gutted and drop only machine block or generator).&lt;br /&gt;
|-&lt;br /&gt;
![[Cutter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|B2=Refined Iron&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Cutter&lt;br /&gt;
}}&lt;br /&gt;
|When left-clicked on a cable, removes one layer of insulation, dropping the [[Rubber|rubber]]. When right-clicked on a cable, adds one layer of insulation, using rubber from your inventory.&lt;br /&gt;
|-&lt;br /&gt;
![[Painter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wool|C1=Wool&lt;br /&gt;
|B2=Iron|C2=Wool&lt;br /&gt;
|A3=Iron&lt;br /&gt;
|Output=Painter&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Painter|B1=Red Dye&lt;br /&gt;
|Output=Painter (Red)&lt;br /&gt;
}}&lt;br /&gt;
|When dyed and left-clicked on a cable, paints the cable. Painted cables only connect with unpainted cables or painted cables of the same color. It cannot paint uninsulated cable, except for [[Glass Fibre Cable]]. Each dye lasts 16 uses.&lt;br /&gt;
|-&lt;br /&gt;
![[EC-Meter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Insulated Copper Cable|C3=Insulated Copper Cable&lt;br /&gt;
|Output=EC-Meter&lt;br /&gt;
|Output-image=Grid_EC_Manipulator.png&lt;br /&gt;
}}&lt;br /&gt;
|Detects how many EU are passing through a cable upon right-clicking on one.&lt;br /&gt;
|-&lt;br /&gt;
![[Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks |B1=Wooden Planks |C1=Wooden Planks&lt;br /&gt;
|A2=|B2=Stick |C2=&lt;br /&gt;
|A3=Stick  |B3=|C3=Stick&lt;br /&gt;
|Output=Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|Easy to place, easy to demolish platforms that also work like ladders. Try with [[Construction Foam]]. and, there is also a small furnace exploit, do your math, and to the dev team, make scaffolds only burn for .5 of an item, not 1.5&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron |B1=Refined Iron |C1=Refined Iron&lt;br /&gt;
|A2=|B2=Iron Fence|C2=&lt;br /&gt;
|A3=Iron Fence |B3=|C3=Iron Fence &lt;br /&gt;
|Output=Iron Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|A sturdier version of the wooden scaffolding.&lt;br /&gt;
|-&lt;br /&gt;
![[CF Sprayer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Cobblestone&lt;br /&gt;
|A2=Cobblestone|B2=Stick&lt;br /&gt;
|C3=Cobblestone&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet&lt;br /&gt;
|B2=CF Sprayer&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet|B1=CF Pellet|C1=CF Pellet&lt;br /&gt;
|A2=CF Pellet|B2=CF Sprayer|C2=CF Pellet&lt;br /&gt;
|A3=CF Pellet|B3=CF Pellet|C3=CF Pellet&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
|Sprays [[Construction Foam]]. It can be recharged in a crafting table using [[CF Pellet|CF pellets]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electric === &lt;br /&gt;
&lt;br /&gt;
Electric tools use energy instead of durability. They need recharging when they run out of energy, but they never wear out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=RE Battery|C3=Refined Iron&lt;br /&gt;
|Output=Mining Drill&lt;br /&gt;
}}&lt;br /&gt;
|Electric pickaxe + shovel which is faster than a pickaxe and shovel. &lt;br /&gt;
|-&lt;br /&gt;
![[Diamond Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Diamond&lt;br /&gt;
|A2=Diamond|B2=Mining Drill|C2=Diamond&lt;br /&gt;
|Output=Diamond Drill&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded [[Mining Drill|mining drill]] which is faster and can break obsidian at a faster speed. &lt;br /&gt;
|-&lt;br /&gt;
![[Chainsaw]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=RE Battery|B3=Refined Iron&lt;br /&gt;
&lt;br /&gt;
|Output=Chainsaw (Uncharged)&lt;br /&gt;
|Output-image=Grid_Chainsaw.png&lt;br /&gt;
}}&lt;br /&gt;
|More efficient electric axe with the plus of being an effective MOB stopper.&lt;br /&gt;
|! since 1.70 the Chainsaw now also works as shears. Just right-click on a sheep. Sames goes with grass or anything else you could shear, with normal shears.... Cheers&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Wrench&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Like a [[Wrench]], right-clicking on a machine with an electric wrench removes it. &lt;br /&gt;
|Protip: Post 1.46v Electric wrenches toggle ability has a 100% chance to remove the machine. Tool is toggled by holding the &amp;quot;M&amp;quot; key and right clicking. &lt;br /&gt;
|-&lt;br /&gt;
![[Nano Saber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Alloy&lt;br /&gt;
|A2=Glowstone Dust|B2=Advanced Alloy&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal|C3=Carbon Plate&lt;br /&gt;
|Output=Nano Saber&lt;br /&gt;
}}&lt;br /&gt;
|Sword that deals massive damage when charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Treetap&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Treetap which uses EU&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Laser]]&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;
|B3=Advanced Alloy|C3=Advanced Alloy&lt;br /&gt;
|Output=Mining Laser&lt;br /&gt;
}}&lt;br /&gt;
|Multipurpose laser which instantly breaks blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=&lt;br /&gt;
|A2=|B2=Electronic Circuit|C2=&lt;br /&gt;
|A3=|B3=RE Battery|C3=&lt;br /&gt;
|Output=Electric Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe which uses EU&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
To be completed. --[[User:RichardG|RichardG]]&amp;lt;sup&amp;gt;[[Special:Contributions/RichardG|c]]|[[Talk:RichardG|t]]&amp;lt;/sup&amp;gt; 13:39, 2 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&amp;diff=11619</id>
		<title>Recipes and Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&amp;diff=11619"/>
		<updated>2012-09-03T13:16:44Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Vanilla blocks changed */ Removed outdated cactus/sugar cane info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of recipes and resources found in IndustrialCraft².&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
== Resources ==&lt;br /&gt;
=== Vanilla blocks changed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Obsidian]]&lt;br /&gt;
![[Image:Grid_Obsidian.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 6000 to 60, this allows [[Secret:Nuke|nuke]] and [[Nuclear_Reactor|reactor]] to destroy obsidian on default power(up to 6 blocks).&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Water]]&lt;br /&gt;
![[Image:Grid_Water_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy water blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Lava]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy lava blocks.&lt;br /&gt;
|-http://wiki.industrial-craft.net/skins/common/images/button_extlink.png&lt;br /&gt;
![[Non-IC Items|Lava bucket]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|Fuel value changed from 20000 to 2000 if used inside Iron Furnace.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Redstone]]&lt;br /&gt;
![[Image:Grid_Redstone.png|64px]]&lt;br /&gt;
|Can be used in any battery slot to instantly generate 500 EU.&lt;br /&gt;
|-&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
=== Ores ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Ore]]&lt;br /&gt;
![[Image:Copper Ore.png|64px]]&lt;br /&gt;
|Found on layers 10 to 70(rate 15:10). Used most notably to make [[Copper Cable]] and [[Bronze]].&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Ore]]&lt;br /&gt;
![[Image:Tin Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 40(rate 25:6). Used most notably to make [[RE Battery|Rechargeable Batteries]] and [[Empty Cell|cells]].&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Ore]]&lt;br /&gt;
![[Image:Uranium Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 64(rate 20:3). Used to make [[Refined Uranium]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Generation rate is number of generation attempts per chunk : number of ore generated per attempt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overworld ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Wood| Rubber Tree]]&lt;br /&gt;
![[Image:Rubber Tree.png|128px]]&lt;br /&gt;
|Unique trees which have pine (dark) logs and birch (light) leaves. They are rare to find, but are more common in Swamp biomes, and are easy to find through their unique &amp;quot;wing&amp;quot; on their leaf design. Their wood is special and has resin holes that may be right-clicked on with a [[Treetap]] to get [[Sticky Resin]], extracted to make one piece of [[Rubber]], be crafted into 3 (instead of 4) wooden planks, or be smelted into normal spruce wood. Their leaves have a small chance of dropping a [[Rubber Wood| Rubber Tree]] Sapling.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
World generation rate of Rubber Trees depends on biome:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Desert&amp;#039;&amp;#039;&amp;#039; 0% chance to generate any Rubber Trees per chunk.&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Forest&amp;#039;&amp;#039;&amp;#039; 2-12% chance to generate 1-6 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Taiga&amp;#039;&amp;#039;&amp;#039; 0-6% chance to generate 0-3 Rubber Trees per chunk.&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Swampland&amp;#039;&amp;#039;&amp;#039; 10-30% chance to generate 5-15 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minimal tree height is 2 max is 8.&lt;br /&gt;
Every log has a 25% chance of having a resin hole, max 3 holes per tree.&lt;br /&gt;
&lt;br /&gt;
== Cables ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Tin|B2=Tin|C2=Tin&lt;br /&gt;
|Output=Tin Cable|OA=9&lt;br /&gt;
}}&lt;br /&gt;
|Special uninsulated tin cable which handles up to 5 EU/t (ultra-low [[EU|voltage]]) have 0.025 loss per block.&lt;br /&gt;
Uninsulated cables cannot be painted.&lt;br /&gt;
Uninsulated cables deal 1 point of damage per 64 EU current rowned down.&lt;br /&gt;
Most effective tool for cables removal is chainsaw.&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|Output=Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.29&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable|Insulated Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Rubber|B3=Rubber|C3=Rubber&lt;br /&gt;
|Output=Insulated Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Copper Cable&lt;br /&gt;
|Output=Insulated Copper Cable&lt;br /&gt;
}}&lt;br /&gt;
|Insulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]). Insulation allows the cable to be painted, reduces distance-based energy loss and completely removes electric shock. You can also apply insulation to uninsulated copper cable by putting the uninsulated cable and a single piece of [[Rubber]] (shapeless) in a crafting table.&lt;br /&gt;
EU loss rate is 0.21&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Gold|B2=Gold|C2=Gold&lt;br /&gt;
|Output=Gold Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.5&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Single-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Gold|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated Gold Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Gold Cable&lt;br /&gt;
|Output=Insulated Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.4501&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Double-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.402&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=HV Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Single-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Refined Iron|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated HV Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=HV Cable&lt;br /&gt;
|Output=Insulated HV Cable|OA&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.949&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Double-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Double insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.9&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Triple-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Insulated HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=2xIns. HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Triple-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Triple insulation allows the cable to be painted, reduces distance-based energy loss and removes electric shock.&lt;br /&gt;
EU loss rate is 0.8&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although in-game it currently lists &amp;quot;4xInsulated&amp;quot;, that is incorrect as you are adding a layer of insulation each time, not doubling the insulation each time. It is actually &amp;quot;3xIns&amp;quot; and should get renamed eventually in some future patch.&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
![[Glass Fibre Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass Fibre Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Silver ingot|B2=Diamond|C2=Silver ingot&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass_Fibre_Cable|OA=6&lt;br /&gt;
|Output-link=Glass Fibre Cable&lt;br /&gt;
}}&lt;br /&gt;
|Special glass fibre cable which handles up to 512 EU/t (high [[EU|voltage]]). It is the only kind of uninsulated cable which can be painted and gives no electric shock. Glass fibre cable is useful for long-distance wiring, since it has the smallest energy loss of all kinds of cable - 1 EU every 40 blocks (0.025 EU per block).&lt;br /&gt;
|-&lt;br /&gt;
![[Detector Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=3xIns. HV Cable|C2=Redstone&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Detector Cable&lt;br /&gt;
}}&lt;br /&gt;
|Outputs Redstone current when powered, support up to 512 EU flow(cannot be placed on HV lines).&lt;br /&gt;
EU loss rate is 0.5 (Since v1.62 this is no longer a viable cable option to replace glass fibre!)&lt;br /&gt;
|-&lt;br /&gt;
![[Splitter Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Redstone&lt;br /&gt;
|A2=3xIns. HV Cable|B2=Lever|C2=3xIns. HV Cable&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Splitter Cable&lt;br /&gt;
}}&lt;br /&gt;
|Prevents the transfer of EU while being powered by Redstone, support up to 512 EU flow.&lt;br /&gt;
EU loss rate is 0.025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== EU Storage ==&lt;br /&gt;
=== Blocks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatBox]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=RE Battery|B2=RE Battery|C2=RE Battery&lt;br /&gt;
|A3=Wooden Planks|B3=Wooden Planks|C3=Wooden Planks&lt;br /&gt;
|Output=BatBox&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 40,000 [[EU]] and accepts up to and outputs 32 EU/t (low voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFE Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=2xIns. Gold Cable|B1=Energy Crystal|C1=2xIns. Gold Cable&lt;br /&gt;
|A2=Energy Crystal|B2=Machine|C2=Energy Crystal&lt;br /&gt;
|A3=2xIns. Gold Cable|B3=Energy Crystal|C3=2xIns. Gold Cable&lt;br /&gt;
|Output=MFE Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 600,000 [[EU]] and accepts up to and outputs 128 EU/t (medium voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFS Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapotron Crystal|B1=Advanced Circuit|C1=Lapotron Crystal&lt;br /&gt;
|A2=Lapotron Crystal|B2=MFE Unit|C2=Lapotron Crystal&lt;br /&gt;
|A3=Lapotron Crystal|B3=Advanced Machine|C3=Lapotron Crystal&lt;br /&gt;
|Output=MFS Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 10,000,000 [[EU]] and accepts up to and outputs 512 EU/t (high voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Single-Use Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Hydrated Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores 1000 EU and can only be used once, but are stackable in up to 64. It can also be used to power most machines from their bottom slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Tin|B2=Redstone|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Redstone|C3=Tin&lt;br /&gt;
|Output=RE Battery&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 10000 [[EU]] and can be charged or discharged in a [[BatBox]], [[MFE Unit]] or [[MFS Unit]]. It can also be used to power most machines from their bottom slot, and be charged in generators through their top (or middle) slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery|Battery Pack]]&lt;br /&gt;
(IC1 only)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Tin|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|B3=Tin|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Battery Pack&lt;br /&gt;
}}&lt;br /&gt;
|Stackable battery pack which pops 6 charged [[RE Battery|RE Batteries]] in the ground when right-clicked.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Energy Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 100,000 [[EU]] and can only be charged or discharged in a [[MFE Unit]] or a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Lapotron Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli (Dye)|B1=Electronic Circuit|C1=Lapis Lazuli (Dye)&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Energy Crystal|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Lapis Lazuli (Dye)|B3=Electronic Circuit|C3=Lapis Lazuli (Dye)&lt;br /&gt;
|Output=Lapotron Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 1,000,000 [[EU]] and can only be charged or discharged in a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzed Water Cell]]&lt;br /&gt;
|&lt;br /&gt;
|Created in an [[Electrolyzer]] when the adjacent [[MFE Unit]] or [[MFS Unit]] is full, those cells absorb 15000 EU, but lose 1500 EU, only giving off 13500 EU when used (again by the [[Electrolyzer]] when the adjacent MFE/MFS is 25% or less full).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Transformers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[LV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Wooden Planks|B3=Insulated Copper Cable|C3=Wooden Planks&lt;br /&gt;
|Output=LV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 32EU packets (LV) and outputs 128EU (MV) packets, OR&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 32EU (LV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[MV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=2xIns. Gold Cable|C1=&lt;br /&gt;
|A2=|B2=Machine|C2=&lt;br /&gt;
|A3=|B3=2xIns. Gold Cable|C3=&lt;br /&gt;
|Output=MV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 512EU (HV) packets, OR&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 128EU (MV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[HV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=4xIns. HV Cable&lt;br /&gt;
|A2=Electronic Circuit|B2=MV Transformer|C2=Energy Crystal&lt;br /&gt;
|B3=4xIns. HV Cable&lt;br /&gt;
|Output=HV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 2048EU (EV) packets, OR&lt;br /&gt;
* Accepts up to 2048EU packets (EV) and outputs 512EU (HV) packets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machine Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Refined Iron|C3=Refined Iron&lt;br /&gt;
|Output=Machine&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|Output=Refined Iron|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines and the [[QuantumSuit Leggings|Quantum Leggings]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Advanced Alloy&lt;br /&gt;
|A2=Carbon Plate|B2=Machine|C2=Carbon Plate&lt;br /&gt;
|B3=Advanced Alloy&lt;br /&gt;
|Output=Advanced Machine&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines.&lt;br /&gt;
|-&lt;br /&gt;
![[Electronic Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|B1=Cable|C1=Cable&lt;br /&gt;
|A2=Redstone|B2=Refined Iron|C2=Redstone&lt;br /&gt;
|A3=Cable|B3=Cable|C3=Cable&lt;br /&gt;
|Output=Electronic Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines, smart items and the [[Advanced Circuit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Glowstone Dust|C1=Redstone&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Electronic Circuit|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Redstone|B3=Glowstone Dust|C3=Redstone&lt;br /&gt;
|Output=Advanced Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines and smart items.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generators ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|B3=Iron Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
|Simple generator which accepts [[Fuel Can (Filled)|fuel]] (43,200 EU for coal fuel, 16,200 EU for bio fuel), coal (4000 EU), [[Scrap|scrap]] (825 EU), wood (750 EU), planks (750 EU), wooden blocks (750 EU), sticks (250 EU), saplings (250 EU, 200 EU for rubber tree saplings), sugar cane (125 EU) and cactus (125 EU) and outputs 10 EU/t. If there is no destination for the current, it can store up to 4000 [[EU]]. It is also a base component for other generators.&lt;br /&gt;
|-&lt;br /&gt;
![[Geothermal Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Empty Cell|C1=Glass&lt;br /&gt;
|A2=Glass|B2=Empty Cell|C2=Glass&lt;br /&gt;
|A3=Refined Iron|B3=Generator|C3=Refined Iron&lt;br /&gt;
|Output=Geothermal Generator&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts lava buckets and [[Lava Cell|cells]] and outputs 20 EU/t for a total of 20,000 [[EU]] per lava bucket. If there is no destination for the current, it stores up to 480,000 [[EU]] (24 buckets or cells).&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Panel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Coal Dust|B1=Glass|C1=Coal Dust&lt;br /&gt;
|A2=Glass|B2=Coal Dust|C2=Glass&lt;br /&gt;
|A3=Electronic Circuit|B3=Generator|C3=Electronic Circuit&lt;br /&gt;
|Output=Solar Panel&lt;br /&gt;
}}&lt;br /&gt;
|Generator which, when exposed to sunlight through its top (glass and other non-full blocks like signs are an exception), outputs about 0.8-1.0 EU/t for a total of 13000-13500 EU per Minecraft day (05:30 to 18:35 in latest bukkit time).&lt;br /&gt;
&amp;#039;&amp;#039;Note: This recipe changed from using Cable to Electronic circuits in v.1.337&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Note2:can be differed from server or client&amp;#039;s status.&lt;br /&gt;
|-&lt;br /&gt;
![[Water Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stick|B1=Wooden Planks|C1=Stick&lt;br /&gt;
|A2=Wooden Planks|B2=Generator|C2=Wooden Planks&lt;br /&gt;
|A3=Stick|B3=Wooden Planks|C3=Stick&lt;br /&gt;
|Output=Water Mill|OA=2&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts water buckets and adjacent water and outputs either 2 EU/t for a total of 1000 EU per water bucket, or 0.010 EU/t per adjacent water block for a maximum of 0.25 EU/t with a 3x3 cube of water with the water mill in the middle and cable on top.&lt;br /&gt;
|-&lt;br /&gt;
![[Wind Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|C1=Iron&lt;br /&gt;
|B2=Generator&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Windmill&lt;br /&gt;
}}&lt;br /&gt;
|Generator which outputs 0-3 EU/t for a total of an average of 250 EU/t multiplied by its height in the Minecraft world. The generation power can be hindered by any block in a 9x9x7 area around it, reducing the effective height by 1 for each block in said area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Reactor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nuclear Reactor]]&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;
|Complex generator whose output and total [[EU]] varies depending on the setup. Making reactor setups isn&amp;#039;t easy and can lead to violent nuclear explosions. See its [[Nuclear Reactor|article]] for more information on how to build proper reactor setups. Can be disabled (cooldown mode) by applying a Redstone current to the core or any of the chambers.&lt;br /&gt;
|-&lt;br /&gt;
![[Reactor Chamber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Integrated Heat Dispenser|C1=Advanced Alloy&lt;br /&gt;
|A2=Integrated Reactor Plating|B2=Machine|C2=Integrated Reactor Plating&lt;br /&gt;
|A3=Advanced Alloy|B3=Integrated Reactor Plating|C3=Advanced Alloy&lt;br /&gt;
|Output=Reactor Chamber&lt;br /&gt;
}}&lt;br /&gt;
|Can be attached to a [[Nuclear Reactor|reactor]] to increase its space by 1 column and its hull heat tolerance by 1000, also cooling the reactor at a rate of -2 heat per tick. Up to 6 chambers may be attached to a reactor, one on each side of it. Also used to craft a reactor.&lt;br /&gt;
|-&lt;br /&gt;
![[Refined Uranium]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Compressor&lt;br /&gt;
|Top=Uranium&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Refined Uranium&lt;br /&gt;
}}&lt;br /&gt;
|Refined form of the [[Uranium|uranium]] resource, used to craft a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Reactor Plating]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Copper&lt;br /&gt;
|A2=Copper|B2=Advanced Alloy|C2=Copper&lt;br /&gt;
|B3=Copper&lt;br /&gt;
|Output=Integrated Reactor Plating&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat evenly between neighboring [[Coolant Cell]]s or other plating. When there are no components cool enough, it stores up to 10,000 heat. It also increases the reactor hull&amp;#039;s heat tolerance by 100.&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Heat Dispenser]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Advanced Circuit|C1=Copper&lt;br /&gt;
|A2=Cooling Cell|B2=Integrated Reactor Plating|C2=Cooling Cell&lt;br /&gt;
|Output=Integrated Heat Dispenser&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat from itself either to neighboring [[Coolant Cell]]s or to the reactor hull. Every reactor tick (second), it can add or subtract 6 heat from neighboring elements and dispense up to 25 heat to or from the reactor hull.&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Uranium Fuel Ingot&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
|Generates 1,000,000-5,000,000 [[EU]] at 5-25 EU/t (depending on efficiency, that is, cell adjacency), but generates excess heat which must be eliminated through cooling. When it decays, rarely turns into a [[Near-Depleted Uranium Cell]], which once recharged, turns into a fresh new cell.&lt;br /&gt;
|-&lt;br /&gt;
![[Near-Depleted Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Empty Cell|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Uranium Fuel Ingot|C2=Empty Cell&lt;br /&gt;
|A3=Empty Cell|B3=Empty Cell|C3=Empty Cell&lt;br /&gt;
|Output=Near-Depleted Uranium Cell|OA=8&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Rarely created when an [[Uranium Cell]] decays&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned into a rechargeable [[Depleted Isotope Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Depleted Isotope Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Near-Depleted Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Depleted Isotope Cell&lt;br /&gt;
}}&lt;br /&gt;
|When surrounded by one or more [[Uranium Cell]]s, will make the cell pulse an additional time. This pulse generates heat, but not EU, and recharges the cell. Recharging is much faster when done on a reactor running very hot (up to 9000 heat).&lt;br /&gt;
|-&lt;br /&gt;
![[Re-Enriched Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell&lt;br /&gt;
|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Created once a [[Depleted Isotope Cell]] charges&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned back into a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Coolant Cell]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Extractor&lt;br /&gt;
|Top=Water Cell&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Cooling Cell&lt;br /&gt;
}}&lt;br /&gt;
|Absorbs up to 10,000 heat from [[Uranium Cell|uranium cells]] and other elements, while cooling itself down for 1 heat per reactor tick (second).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Processors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|B1=Iron|C1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Iron|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Furnace|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Normal furnace which is faster (and thus uses less fuel) than a normal furnace, which can also burn [[Fuel Can (Filled)|fuel]]. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Electro Furnace|Electric Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=Iron Furnace|C2=Redstone&lt;br /&gt;
|Output=Electro Furnace&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered furnace which is faster than an iron furnace. Takes 313 [[EU]] per operation (at least 3 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Macerator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=Cobblestone|B2=Machine|C2=Cobblestone&lt;br /&gt;
|B3=Electronic Circuit&lt;br /&gt;
|Output=Macerator&lt;br /&gt;
}}&lt;br /&gt;
|Turns ore into [[Dusts]] and some other things - look for more recipes on [[Macerator|this]] page. Takes 625 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Extractor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Treetap|B1=Machine|C1=Treetap&lt;br /&gt;
|A2=Treetap|B2=Electronic Circuit|C2=Treetap&lt;br /&gt;
|Output=Extractor&lt;br /&gt;
}}&lt;br /&gt;
|Extracts resin into 3 rubber (triple the efficiency) and turns simple fuel cells into liquid fuel ones and some other things - look for more recipes on [[Extractor|this]] page. Takes 313 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Compressor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stone|C1=Stone&lt;br /&gt;
|A2=Stone|B2=Machine|C2=Stone&lt;br /&gt;
|A3=Stone|B3=Electronic Circuit|C3=Stone&lt;br /&gt;
|Output=Compressor&lt;br /&gt;
}}&lt;br /&gt;
|Compresses [[Mixed Metal Ingot]]s into [[Advanced Alloy]] and [[Plantball]]s into [[Compressed Plants]] and some other things - look for more recipes on [[Compressor|this]] page. Takes 625 EU per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Recycler]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Compressor|C2=Dirt&lt;br /&gt;
|A3=Refined Iron|B3=Dirt|C3=Refined Iron&lt;br /&gt;
|Output=Recycler&lt;br /&gt;
}}&lt;br /&gt;
|Has a random chance of turning anything inserted into it to [[Scrap]]. Takes 35 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Canning Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Tin|B1=Electronic Circuit|C1=Tin&lt;br /&gt;
|A2=Tin|B2=Machine|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Tin|C3=Tin&lt;br /&gt;
|Output=Canning Machine&lt;br /&gt;
}}&lt;br /&gt;
|Turns food (top slot) and tin cans (bottom slot) into several canned food (see the [[Food List]]). Canned food instantly heals you 1 heart per unit. It is also used to fill [[Fuel Can (Empty)|fuel cans]] using [[Biofuel Cell]]s and [[Coalfuel Cell]]s, and refuel [[Jetpack]]s using those cells. Takes (unknown) EU per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Induction Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Copper|C1=Copper&lt;br /&gt;
|A2=Copper|B2=Electro Furnace|C2=Copper&lt;br /&gt;
|A3=Copper|B3=Advanced Machine|C3=Copper&lt;br /&gt;
|Output=Induction Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Special two-input two-output furnace which increases its smelting speed as it heats up through smelting. When it&amp;#039;s not smelting anything, it will quickly lose heat, but the furnace can be applied a Redstone current to keep itself heated for 1 EU/t. Takes 6000 (0% heat) to 208 (100% heat) EU per operation (at least 16 EU/t needed for continuous usage), up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mass Fabricator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Circuit|C1=Glowstone Dust&lt;br /&gt;
|A2=Advanced Machine|B2=Lapotron Crystal|C2=Advanced Machine&lt;br /&gt;
|A3=Glowstone Dust|B3=Advanced Circuit|C3=Glowstone Dust&lt;br /&gt;
|Output=Mass Fabricator&lt;br /&gt;
}}&lt;br /&gt;
|Generates [[Matter]] for a vast amount of energy, but said amount can be reduced and the generation speed increased by feeding [[Scrap]] to the bottom slot. Takes 1,000,000 EU per operation (without any scrap), up to high [[EU|voltage]] (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Luminator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined_Iron|B1=Insulated Copper Cable|C1=Refined_Iron&lt;br /&gt;
|A2=Glass|B2=Tin_Cable|C2=Glass&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Luminator|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Produces light when powered.&lt;br /&gt;
|-&lt;br /&gt;
![[Personal Safe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Chest&lt;br /&gt;
|Output=Personal Safe&lt;br /&gt;
}}&lt;br /&gt;
|Chest which can only be opened by you once you right-click it for the first time. It also has the space of a double chest. Useful for SMP. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Trade-O-Mat]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Chest|B2=Machine|C2=Chest&lt;br /&gt;
|Output=Trade-O-Mat&lt;br /&gt;
}}&lt;br /&gt;
|Allows a certain item to be traded by another, giving or taking from an adjacent chest or [[Personal Safe]]. Useful for SMP. See its [[Trade-O-Mat|article]] for a full guide on how to set one up. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Magnetizer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Iron Fence|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Machine|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Iron Fence|C3=Redstone&lt;br /&gt;
|Output=Magnetizer&lt;br /&gt;
}}&lt;br /&gt;
|Turns [[Iron Fence]]s stacked vertically (up and/or down) into a faster alternative to ladders. When a player wearing metal boots (iron, gold, [[Bronze Boots|bronze]], [[Nano-Boots|nano]] or [[QuantumSuit Boots|quantum]]) approaches the fences, said player is quickly propelled upwards while the Magnetizer uses energy. Takes 2 EU/t while a player is being propelled, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|C1=Cable&lt;br /&gt;
|A2=Cable|B2=Electronic Circuit|C2=Cable&lt;br /&gt;
|A3=Empty Cell|B3=Machine|C3=Empty Cell&lt;br /&gt;
|Output=Electrolyzer&lt;br /&gt;
}}&lt;br /&gt;
|When placed adjacent to a [[MFE Unit]] or [[MFS Unit]] and filled with [[Water Cell]]s, once the [[EU]] storage is full, starts turning the cells into [[Electrolyzed Water Cells]], but once it&amp;#039;s empty, starts using up the electrolyzed cells to supply power. Both operations run at 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Tesla Coil]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=MV Transformer|C2=Redstone&lt;br /&gt;
|A3=Refined Iron|B3=Electronic Circuit|C3=Refined Iron&lt;br /&gt;
|Output=Tesla Coil&lt;br /&gt;
}}&lt;br /&gt;
|When charged and applied a Redstone current, it starts finding NPCs and players at a range of 4 blocks at the cost of 2 EU/t. If a NPC/player is found, it will apply 10 hearts of damage to it and discharge. Useful for placing monster traps outside your base. Takes 5000 [[EU]] to charge, up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Teleporter]]&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;
|Teleports a player to another [[Teleporter]] defined by a [[FreqTrans]] once it is applied Redstone current. Takes a variable amount of EU depending on the distance, kind of creature (human/monster/animal), inventory and worn armor (from Distance*100 for an animal to Distance*3100 for a player with a full inventory of stacks of 64 and all armor pieces worn), up to high [[EU|voltage]] (512 EU/t). Please note that a teleporter does not accept cables as energy inputs - only EU storage blocks ([[MFS Unit]] recommended) adjacent to it.&lt;br /&gt;
|-&lt;br /&gt;
![[Industrial TNT]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=TNT|B2=TNT|C2=TNT&lt;br /&gt;
|A3=Flint|B3=Flint|C3=Flint&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Glowstone Dust|B2=Electronic Circuit|C2=Glowstone Dust&lt;br /&gt;
|A3=TNT|B3=TNT|C3=TNT&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
|Much like [[TNT]], but with less power so as not to destroy ores or deal as much damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=String&lt;br /&gt;
|A2=Industrial TNT&lt;br /&gt;
|Output=Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Smaller version of [[Industrial TNT]] which can be thrown or placed.&lt;br /&gt;
|-&lt;br /&gt;
![[Sticky Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Dynamite|B1=Dynamite|C1=Dynamite&lt;br /&gt;
|A2=Dynamite|B2=Sticky Resin|C2=Dynamite&lt;br /&gt;
|A3=Dynamite|B3=Dynamite|C3=Dynamite&lt;br /&gt;
|Output=Sticky Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Dynamite that will stick to a wall when thrown.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Trampoline]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1= |B1= |C1=&lt;br /&gt;
|A2=Rubber |B2=Rubber |C2=Rubber&lt;br /&gt;
|A3=Rubber |B3=Rubber |C3=Rubber&lt;br /&gt;
|Output=Rubber Trampoline|OA=3&lt;br /&gt;
}}&lt;br /&gt;
|Jumping off of a height onto this rubberized sheet will cause you to bounce back up, effectively negating fall damage.  The rubber trampoline must be connected on at least 2 sides to blocks on the same level as it, and must have a gap underneath, similar to a real trampoline. &lt;br /&gt;
|-&lt;br /&gt;
![[Iron Fence]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=Iron Fence|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Iron Fences can serve as a normal fence. Iron Fences can be stacked on top of one another, and if a player approaches the resulting pole while holding the Crouch button, he will quickly slide down the pole, much faster than down a ladder, but still not fast enough to receive fall damage upon touching the ground. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miner ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Miner]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Electronic Circuit|B1=Machine|C1=Electronic Circuit&lt;br /&gt;
|B2=Mining Pipe&lt;br /&gt;
|B3=Mining Pipe&lt;br /&gt;
|Output=Miner&lt;br /&gt;
}}&lt;br /&gt;
|Mines vertically by laying down [[Mining Pipe]]s placed in the top-center slot, using the [[Mining Drill]] or [[Diamond Drill]] (faster but consumes more energy) in the top-left slot and scanning for ores using the [[OD Scanner]] (5x5 area) or [[OV Scanner]] (9x9 area) in the top-right slot, either throwing anything out or placing in an adjacent chest. Any kind of block may be placed in the pipe slot too, causing the pipes to be retracted and refunded. Takes a variable amount of EU per operation based on the scanner and drill (460 EU for Mining Drill or 890 EU for Diamond Drill + 70 EU for OD Scanner or 180 EU for OV Scanner), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Pump]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Electronic Circuit|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Machine|C2=Empty Cell&lt;br /&gt;
|A3=Mining Pipe|B3=Treetap|C3=Mining Pipe&lt;br /&gt;
|Output=Pump&lt;br /&gt;
}}&lt;br /&gt;
|When placed next to a miner and filled with empty [[Empty Cell|cells]], fills the cells with any liquid the miner comes across. When alone, fills an empty [[Empty Cell|cell]] with a liquid one block directly below the pump. Takes 200 [[EU]] per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Pipe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Treetap|C3=Refined Iron&lt;br /&gt;
|Output=Mining Pipe|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Placed in the miner&amp;#039;s top-center slot.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terraformer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Tfbp|C1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Advanced Machine|C2=Dirt&lt;br /&gt;
|A3=Glowstone Dust|B3=Dirt|C3=Glowstone Dust&lt;br /&gt;
|Output=Terraformer&lt;br /&gt;
}}&lt;br /&gt;
|Alters (terraforms) nearby landscape following a [[Terraformer Blueprint]] inserted in it (by right-clicking the machine with the blueprint). Takes a variable amount of EU/t (based on the blueprint being used), up to high voltage (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer Blueprint|Empty Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Advanced Circuit&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Tfbp&lt;br /&gt;
}}&lt;br /&gt;
|Empty Terraformer blueprint used to craft functional ones.&lt;br /&gt;
|-&lt;br /&gt;
![[Chilling|Chilling Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Snowball&lt;br /&gt;
|A2=Snowball|B2=Tfbp|C2=Snowball&lt;br /&gt;
|B3=Snowball&lt;br /&gt;
|Output=Chilling&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Snow biome by placing snow (and later snow blocks) on top of blocks and freezing water. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Compression|Compression Blueprint]]&lt;br /&gt;
(coming soon)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Stone|C1=Cobblestone&lt;br /&gt;
|A2=Stone|B2=Tfbp|C2=Stone&lt;br /&gt;
|A3=Cobblestone|B3=Stone|C3=Cobblestone&lt;br /&gt;
|Output=Compression&lt;br /&gt;
}}&lt;br /&gt;
|Removes dirt and sand, crushing some of it into cobblestone and sandstone and then crushing cobblestone into stone. Takes 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Cultivation|Cultivation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Seeds&lt;br /&gt;
|A2=Seeds|B2=Tfbp|C2=Seeds&lt;br /&gt;
|B3=Seeds&lt;br /&gt;
|Output=Cultivation&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Plains biome by replacing sand with dirt, growing grass on top of dirt and randomly adding plantlife. Takes 20 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Desertification|Desertification Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Sand&lt;br /&gt;
|A2=Sand|B2=Tfbp|C2=Sand&lt;br /&gt;
|B3=Sand&lt;br /&gt;
|Output=Desertification&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Desert biome by replacing dirt with sand, destroying plants, melting ice/snow and causing forest fires. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Flatificator|Flatificator Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Dirt&lt;br /&gt;
|A2=Dirt|B2=Tfbp|C2=Dirt&lt;br /&gt;
|B3=Dirt&lt;br /&gt;
|Output=Flatificator&lt;br /&gt;
}}&lt;br /&gt;
|Removes all natural blocks (except stone) above the Terraformer and fills land below the Terraformer with dirt. Takes 40 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Irrigation|Irrigation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Water Bucket&lt;br /&gt;
|A2=Water Bucket|B2=Tfbp|C2=Water Bucket&lt;br /&gt;
|B3=Water Bucket&lt;br /&gt;
|Output=Irrigation&lt;br /&gt;
}}&lt;br /&gt;
|Replaces sand with dirt, grows grass on top of dirt, causes plants to grow faster, lets sugar cane grow past 3 blocks and rarely spawns water below the Terraformer. Takes 8 EU/t.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
Place one or more upgrades into the four right-most slots of a machine to upgrade said machine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Overclocker upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cooling Cell|B1=Cooling Cell|C1=Cooling Cell&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=Overclocker upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to speed up machines at the cost of higher energy consumption.  Each upgrade reduces the operating time to 70% of the previous value and increases energy consumption by 60%.  The effect is multiplicative.&lt;br /&gt;
|-&lt;br /&gt;
![[Transformer upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=2xIns. Gold Cable|B2=MV Transformer|C2=2xIns. Gold Cable&lt;br /&gt;
|A3=Glass|B3=Electronic Circuit|C3=Glass&lt;br /&gt;
|Output=Transformer upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s power input rate or tier.  One upgrade enables a tier 1 machine to receive 128EU/t. Two upgrades enables it to receive 512EU/t and three for More than 512 EU.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy storage upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Wooden Planks|C1=Wooden Planks&lt;br /&gt;
|A2=Insulated Copper Cable|B2=RE Battery|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Wooden Planks|B3=Electronic Circuit|C3=Wooden Planks&lt;br /&gt;
|Output=Energy storage upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s internal power storage.  Each upgrade increases the storage capacity by 10,000 EU.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Helmet&lt;br /&gt;
}}&lt;br /&gt;
|Helmet with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Chestplate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|B3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Chestplate&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Leggings&lt;br /&gt;
}}&lt;br /&gt;
|Leggings with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Boots&lt;br /&gt;
}}&lt;br /&gt;
|Boots with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Helmet|Nano Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Glass|C2=Carbon Plate&lt;br /&gt;
|Output=Nano-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Bodyarmor|Nano Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Energy Crystal (Charged)|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Leggings|Nano Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Boots|Nano Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal (Charged)|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Iridium Plate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Ore|B1=Advanced Alloy|C1=Iridium Ore&lt;br /&gt;
|A2=Advanced Alloy|B2=Diamond|C2=Advanced Alloy&lt;br /&gt;
|A3=Iridium Ore|B3=Advanced Alloy|C3=Iridium Ore&lt;br /&gt;
|Output=Iridium Plate&lt;br /&gt;
}}&lt;br /&gt;
|Material used to craft QuantumSuit armor&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Helmet|Quantum Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Nano-Helmet|C1=&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Advanced Circuit|B3=Reinforced Glass|C3=Advanced Circuit&lt;br /&gt;
|Output=Quantum-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which lets you breathe underwater, replenishes your hunger and cures poison while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Bodyarmor|Quantum Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Nano-Bodyarmor|C1=Advanced Alloy&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Iridium Plate|B3=Advanced Alloy|C3=Iridium Plate&lt;br /&gt;
|Output=Quantum-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs all of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Leggings|Quantum Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Machine|B1=Lapotron Crystal|C1=Machine&lt;br /&gt;
|A2=Iridium Plate|B2=Nano-Leggings|C2=Iridium Plate&lt;br /&gt;
|A3=Glowstone Dust|B3=|C3=Glowstone Dust&lt;br /&gt;
|Output=Quantum-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which let you sprint more than 3 times faster, and while sprinting, jump higher.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Boots|Quantum Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Plate|B1=Nano-Boots|C1=Iridium Plate&lt;br /&gt;
|A2=Rubber Boots|B2=Lapotron Crystal|C2=Rubber Boots&lt;br /&gt;
|A3=|B3=|C3=|Output=Quantum-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb all of your fall damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatPack|Bat-Pack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Electronic_Circuit|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Bat-Pack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which powers your electric tools using its energy of up to 60,000 [[EU]] while you are wearing it.&lt;br /&gt;
|-&lt;br /&gt;
![[LapPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli Block|B1=Advanced Circuit |C1=Lapis Lazuli Block&lt;br /&gt;
|A2=Lapis Lazuli Block|B2=Bat-Pack|C2=Lapis Lazuli Block&lt;br /&gt;
|A3=Lapis Lazuli Block|C3=Lapis Lazuli Block&lt;br /&gt;
|Output=LapPack&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded version of the [[Batpack]] which can hold 300,000 [[EU]]&lt;br /&gt;
|-&lt;br /&gt;
![[Composite Armor Vest|Composite Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|C1=Advanced Alloy&lt;br /&gt;
|A2=Advanced Alloy|B2=Iron Chestplate|C2=Advanced Alloy&lt;br /&gt;
|A3=Advanced Alloy|B3=Leather_Tunic|C3=Advanced Alloy&lt;br /&gt;
|Output=Composite Armor Vest&lt;br /&gt;
}}&lt;br /&gt;
|Super-durable chestplate, more than 3 times the durability of a diamond chestplate.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Advanced Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=BatBox|C2=Refined Iron&lt;br /&gt;
|A3=Glowstone Dust|C3=Glowstone Dust&lt;br /&gt;
|Output=Electric Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered jetpack worn as a chestplate. It has a limited maximum flying height and a smaller operational time, unlike the normal fuel-powered [[Jetpack]].&lt;br /&gt;
|-&lt;br /&gt;
![[Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Electronic Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Fuel Can (Empty)|C2=Refined Iron&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[Fuel]]-powered tool that allows the player to fly while worn as a chestplate.  It last for 90 seconds when fully charged.&lt;br /&gt;
|-&lt;br /&gt;
![[CFPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=CF_Sprayer|B1=Electronic_Circuit|C1=CF_Sprayer&lt;br /&gt;
|A2=Fuel_Can_(Empty)|B2=Tin|C2=Fuel_Can_(Empty)&lt;br /&gt;
|A3=Fuel_Can_(Empty)|B3=|C3=Fuel_Can_(Empty)&lt;br /&gt;
|Output=CFPack&lt;br /&gt;
|Output link=CFPack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which stores additional CF Pellets to automatically reload a CF Sprayer.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Rubber|C2=Rubber&lt;br /&gt;
|A3=Rubber|B3=Wool|C3=Rubber&lt;br /&gt;
|Output=Rubber Boots&lt;br /&gt;
|-&lt;br /&gt;
}}&lt;br /&gt;
|Boots which reduce your fall damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Static Boots|Static Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Wool&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Static-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which charge the electric chestplate you&amp;#039;re wearing.&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Helmet|Solar Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|B1=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron Helmet&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which charges the electric chestplate you&amp;#039;re wearing from sunlight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Pickaxe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Pickaxe&lt;br /&gt;
}}&lt;br /&gt;
|Pickaxe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Shovel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Shovel&lt;br /&gt;
}}&lt;br /&gt;
|Shovel with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Axe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick|C2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Axe&lt;br /&gt;
}}&lt;br /&gt;
|Axe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Sword]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Sword&lt;br /&gt;
}}&lt;br /&gt;
|Sword with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wooden Planks&lt;br /&gt;
|A2=Wooden Planks|B2=Wooden Planks|C2=Wooden Planks&lt;br /&gt;
|A3=Wooden Planks&lt;br /&gt;
|Output=Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Extracts [[Sticky Resin]] from [[Rubber Wood|rubber wood]] with resin holes in them upon right-clicking the wood.&lt;br /&gt;
|-&lt;br /&gt;
![[Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|B3=Bronze&lt;br /&gt;
|Output=Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Removes machine with right click (there is a small chance that a machine will be gutted and drop only machine block or generator).&lt;br /&gt;
|-&lt;br /&gt;
![[Cutter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|B2=Refined Iron&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Cutter&lt;br /&gt;
}}&lt;br /&gt;
|When left-clicked on a cable, removes one layer of insulation, dropping the [[Rubber|rubber]]. When right-clicked on a cable, adds one layer of insulation, using rubber from your inventory.&lt;br /&gt;
|-&lt;br /&gt;
![[Painter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wool|C1=Wool&lt;br /&gt;
|B2=Iron|C2=Wool&lt;br /&gt;
|A3=Iron&lt;br /&gt;
|Output=Painter&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Painter|B1=Red Dye&lt;br /&gt;
|Output=Painter (Red)&lt;br /&gt;
}}&lt;br /&gt;
|When dyed and left-clicked on a cable, paints the cable. Painted cables only connect with unpainted cables or painted cables of the same color. It cannot paint uninsulated cable, except for [[Glass Fibre Cable]]. Each dye lasts 16 uses.&lt;br /&gt;
|-&lt;br /&gt;
![[EC-Meter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Insulated Copper Cable|C3=Insulated Copper Cable&lt;br /&gt;
|Output=EC-Meter&lt;br /&gt;
|Output-image=Grid_EC_Manipulator.png&lt;br /&gt;
}}&lt;br /&gt;
|Detects how many EU are passing through a cable upon right-clicking on one.&lt;br /&gt;
|-&lt;br /&gt;
![[Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks |B1=Wooden Planks |C1=Wooden Planks&lt;br /&gt;
|A2=|B2=Stick |C2=&lt;br /&gt;
|A3=Stick  |B3=|C3=Stick&lt;br /&gt;
|Output=Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|Easy to place, easy to demolish platforms that also work like ladders. Try with [[Construction Foam]]. and, there is also a small furnace exploit, do your math, and to the dev team, make scaffolds only burn for .5 of an item, not 1.5&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron |B1=Refined Iron |C1=Refined Iron&lt;br /&gt;
|A2=|B2=Iron Fence|C2=&lt;br /&gt;
|A3=Iron Fence |B3=|C3=Iron Fence &lt;br /&gt;
|Output=Iron Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|A sturdier version of the wooden scaffolding.&lt;br /&gt;
|-&lt;br /&gt;
![[CF Sprayer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Cobblestone&lt;br /&gt;
|A2=Cobblestone|B2=Stick&lt;br /&gt;
|C3=Cobblestone&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet&lt;br /&gt;
|B2=CF Sprayer&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet|B1=CF Pellet|C1=CF Pellet&lt;br /&gt;
|A2=CF Pellet|B2=CF Sprayer|C2=CF Pellet&lt;br /&gt;
|A3=CF Pellet|B3=CF Pellet|C3=CF Pellet&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
|Sprays [[Construction Foam]]. It can be recharged in a crafting table using [[CF Pellet|CF pellets]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electric === &lt;br /&gt;
&lt;br /&gt;
Electric tools use energy instead of durability. They need recharging when they run out of energy, but they never wear out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=RE Battery|C3=Refined Iron&lt;br /&gt;
|Output=Mining Drill&lt;br /&gt;
}}&lt;br /&gt;
|Electric pickaxe + shovel which is faster than a pickaxe and shovel. &lt;br /&gt;
|-&lt;br /&gt;
![[Diamond Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Diamond&lt;br /&gt;
|A2=Diamond|B2=Mining Drill|C2=Diamond&lt;br /&gt;
|Output=Diamond Drill&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded [[Mining Drill|mining drill]] which is faster and can break obsidian at a faster speed. &lt;br /&gt;
|-&lt;br /&gt;
![[Chainsaw]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=RE Battery|B3=Refined Iron&lt;br /&gt;
&lt;br /&gt;
|Output=Chainsaw (Uncharged)&lt;br /&gt;
|Output-image=Grid_Chainsaw.png&lt;br /&gt;
}}&lt;br /&gt;
|More efficient electric axe with the plus of being an effective MOB stopper.&lt;br /&gt;
|! since 1.70 the Chainsaw now also works as shears. Just right-click on a sheep. Sames goes with grass or anything else you could shear, with normal shears.... Cheers&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Wrench&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Like a [[Wrench]], right-clicking on a machine with an electric wrench removes it. &lt;br /&gt;
|Protip: Post 1.46v Electric wrenches toggle ability has a 100% chance to remove the machine. Tool is toggled by holding the &amp;quot;M&amp;quot; key and right clicking. &lt;br /&gt;
|-&lt;br /&gt;
![[Nano Saber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Alloy&lt;br /&gt;
|A2=Glowstone Dust|B2=Advanced Alloy&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal|C3=Carbon Plate&lt;br /&gt;
|Output=Nano Saber&lt;br /&gt;
}}&lt;br /&gt;
|Sword that deals massive damage when charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Treetap&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Treetap which uses EU&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Laser]]&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;
|B3=Advanced Alloy|C3=Advanced Alloy&lt;br /&gt;
|Output=Mining Laser&lt;br /&gt;
}}&lt;br /&gt;
|Multipurpose laser which instantly breaks blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=&lt;br /&gt;
|A2=|B2=Electronic Circuit|C2=&lt;br /&gt;
|A3=|B3=RE Battery|C3=&lt;br /&gt;
|Output=Electric Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe which uses EU&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
To be completed. --[[User:RichardG|RichardG]]&amp;lt;sup&amp;gt;[[Special:Contributions/RichardG|c]]|[[Talk:RichardG|t]]&amp;lt;/sup&amp;gt; 13:39, 2 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&amp;diff=11618</id>
		<title>Recipes and Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&amp;diff=11618"/>
		<updated>2012-09-03T13:13:29Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Vanilla blocks changed */ Added effect of redstone as EU generator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of recipes and resources found in IndustrialCraft².&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
== Resources ==&lt;br /&gt;
=== Vanilla blocks changed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Obsidian]]&lt;br /&gt;
![[Image:Grid_Obsidian.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 6000 to 60, this allows [[Secret:Nuke|nuke]] and [[Nuclear_Reactor|reactor]] to destroy obsidian on default power(up to 6 blocks).&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Water]]&lt;br /&gt;
![[Image:Grid_Water_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy water blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Lava]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy lava blocks.&lt;br /&gt;
|-http://wiki.industrial-craft.net/skins/common/images/button_extlink.png&lt;br /&gt;
![[Non-IC Items|Lava bucket]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|Fuel value changed from 20000 to 2000 if used inside Iron Furnace.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Redstone]]&lt;br /&gt;
![[Image:Grid_Redstone.png|64px]]&lt;br /&gt;
|Can be used in any battery slot to instantly generate 500 EU.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Cacti]]&lt;br /&gt;
![[Image:Grid_Cactus.png|64px]]&lt;br /&gt;
|Can now be burned in any furnace for 50 fuel points.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Sugar Cane]]&lt;br /&gt;
![[Image:Grid_Sugar_Cane.png|64px]]&lt;br /&gt;
|Can now be burned in any furnace for 50 fuel points.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ores ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Ore]]&lt;br /&gt;
![[Image:Copper Ore.png|64px]]&lt;br /&gt;
|Found on layers 10 to 70(rate 15:10). Used most notably to make [[Copper Cable]] and [[Bronze]].&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Ore]]&lt;br /&gt;
![[Image:Tin Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 40(rate 25:6). Used most notably to make [[RE Battery|Rechargeable Batteries]] and [[Empty Cell|cells]].&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Ore]]&lt;br /&gt;
![[Image:Uranium Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 64(rate 20:3). Used to make [[Refined Uranium]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Generation rate is number of generation attempts per chunk : number of ore generated per attempt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overworld ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Wood| Rubber Tree]]&lt;br /&gt;
![[Image:Rubber Tree.png|128px]]&lt;br /&gt;
|Unique trees which have pine (dark) logs and birch (light) leaves. They are rare to find, but are more common in Swamp biomes, and are easy to find through their unique &amp;quot;wing&amp;quot; on their leaf design. Their wood is special and has resin holes that may be right-clicked on with a [[Treetap]] to get [[Sticky Resin]], extracted to make one piece of [[Rubber]], be crafted into 3 (instead of 4) wooden planks, or be smelted into normal spruce wood. Their leaves have a small chance of dropping a [[Rubber Wood| Rubber Tree]] Sapling.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
World generation rate of Rubber Trees depends on biome:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Desert&amp;#039;&amp;#039;&amp;#039; 0% chance to generate any Rubber Trees per chunk.&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Forest&amp;#039;&amp;#039;&amp;#039; 2-12% chance to generate 1-6 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Taiga&amp;#039;&amp;#039;&amp;#039; 0-6% chance to generate 0-3 Rubber Trees per chunk.&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Swampland&amp;#039;&amp;#039;&amp;#039; 10-30% chance to generate 5-15 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minimal tree height is 2 max is 8.&lt;br /&gt;
Every log has a 25% chance of having a resin hole, max 3 holes per tree.&lt;br /&gt;
&lt;br /&gt;
== Cables ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Tin|B2=Tin|C2=Tin&lt;br /&gt;
|Output=Tin Cable|OA=9&lt;br /&gt;
}}&lt;br /&gt;
|Special uninsulated tin cable which handles up to 5 EU/t (ultra-low [[EU|voltage]]) have 0.025 loss per block.&lt;br /&gt;
Uninsulated cables cannot be painted.&lt;br /&gt;
Uninsulated cables deal 1 point of damage per 64 EU current rowned down.&lt;br /&gt;
Most effective tool for cables removal is chainsaw.&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|Output=Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.29&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable|Insulated Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Rubber|B3=Rubber|C3=Rubber&lt;br /&gt;
|Output=Insulated Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Copper Cable&lt;br /&gt;
|Output=Insulated Copper Cable&lt;br /&gt;
}}&lt;br /&gt;
|Insulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]). Insulation allows the cable to be painted, reduces distance-based energy loss and completely removes electric shock. You can also apply insulation to uninsulated copper cable by putting the uninsulated cable and a single piece of [[Rubber]] (shapeless) in a crafting table.&lt;br /&gt;
EU loss rate is 0.21&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Gold|B2=Gold|C2=Gold&lt;br /&gt;
|Output=Gold Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.5&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Single-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Gold|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated Gold Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Gold Cable&lt;br /&gt;
|Output=Insulated Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.4501&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Double-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.402&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=HV Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Single-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Refined Iron|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated HV Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=HV Cable&lt;br /&gt;
|Output=Insulated HV Cable|OA&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.949&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Double-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Double insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.9&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Triple-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Insulated HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=2xIns. HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Triple-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Triple insulation allows the cable to be painted, reduces distance-based energy loss and removes electric shock.&lt;br /&gt;
EU loss rate is 0.8&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although in-game it currently lists &amp;quot;4xInsulated&amp;quot;, that is incorrect as you are adding a layer of insulation each time, not doubling the insulation each time. It is actually &amp;quot;3xIns&amp;quot; and should get renamed eventually in some future patch.&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
![[Glass Fibre Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass Fibre Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Silver ingot|B2=Diamond|C2=Silver ingot&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass_Fibre_Cable|OA=6&lt;br /&gt;
|Output-link=Glass Fibre Cable&lt;br /&gt;
}}&lt;br /&gt;
|Special glass fibre cable which handles up to 512 EU/t (high [[EU|voltage]]). It is the only kind of uninsulated cable which can be painted and gives no electric shock. Glass fibre cable is useful for long-distance wiring, since it has the smallest energy loss of all kinds of cable - 1 EU every 40 blocks (0.025 EU per block).&lt;br /&gt;
|-&lt;br /&gt;
![[Detector Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=3xIns. HV Cable|C2=Redstone&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Detector Cable&lt;br /&gt;
}}&lt;br /&gt;
|Outputs Redstone current when powered, support up to 512 EU flow(cannot be placed on HV lines).&lt;br /&gt;
EU loss rate is 0.5 (Since v1.62 this is no longer a viable cable option to replace glass fibre!)&lt;br /&gt;
|-&lt;br /&gt;
![[Splitter Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Redstone&lt;br /&gt;
|A2=3xIns. HV Cable|B2=Lever|C2=3xIns. HV Cable&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Splitter Cable&lt;br /&gt;
}}&lt;br /&gt;
|Prevents the transfer of EU while being powered by Redstone, support up to 512 EU flow.&lt;br /&gt;
EU loss rate is 0.025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== EU Storage ==&lt;br /&gt;
=== Blocks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatBox]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=RE Battery|B2=RE Battery|C2=RE Battery&lt;br /&gt;
|A3=Wooden Planks|B3=Wooden Planks|C3=Wooden Planks&lt;br /&gt;
|Output=BatBox&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 40,000 [[EU]] and accepts up to and outputs 32 EU/t (low voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFE Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=2xIns. Gold Cable|B1=Energy Crystal|C1=2xIns. Gold Cable&lt;br /&gt;
|A2=Energy Crystal|B2=Machine|C2=Energy Crystal&lt;br /&gt;
|A3=2xIns. Gold Cable|B3=Energy Crystal|C3=2xIns. Gold Cable&lt;br /&gt;
|Output=MFE Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 600,000 [[EU]] and accepts up to and outputs 128 EU/t (medium voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFS Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapotron Crystal|B1=Advanced Circuit|C1=Lapotron Crystal&lt;br /&gt;
|A2=Lapotron Crystal|B2=MFE Unit|C2=Lapotron Crystal&lt;br /&gt;
|A3=Lapotron Crystal|B3=Advanced Machine|C3=Lapotron Crystal&lt;br /&gt;
|Output=MFS Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 10,000,000 [[EU]] and accepts up to and outputs 512 EU/t (high voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Single-Use Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Hydrated Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores 1000 EU and can only be used once, but are stackable in up to 64. It can also be used to power most machines from their bottom slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Tin|B2=Redstone|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Redstone|C3=Tin&lt;br /&gt;
|Output=RE Battery&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 10000 [[EU]] and can be charged or discharged in a [[BatBox]], [[MFE Unit]] or [[MFS Unit]]. It can also be used to power most machines from their bottom slot, and be charged in generators through their top (or middle) slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery|Battery Pack]]&lt;br /&gt;
(IC1 only)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Tin|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|B3=Tin|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Battery Pack&lt;br /&gt;
}}&lt;br /&gt;
|Stackable battery pack which pops 6 charged [[RE Battery|RE Batteries]] in the ground when right-clicked.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Energy Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 100,000 [[EU]] and can only be charged or discharged in a [[MFE Unit]] or a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Lapotron Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli (Dye)|B1=Electronic Circuit|C1=Lapis Lazuli (Dye)&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Energy Crystal|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Lapis Lazuli (Dye)|B3=Electronic Circuit|C3=Lapis Lazuli (Dye)&lt;br /&gt;
|Output=Lapotron Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 1,000,000 [[EU]] and can only be charged or discharged in a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzed Water Cell]]&lt;br /&gt;
|&lt;br /&gt;
|Created in an [[Electrolyzer]] when the adjacent [[MFE Unit]] or [[MFS Unit]] is full, those cells absorb 15000 EU, but lose 1500 EU, only giving off 13500 EU when used (again by the [[Electrolyzer]] when the adjacent MFE/MFS is 25% or less full).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Transformers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[LV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Wooden Planks|B3=Insulated Copper Cable|C3=Wooden Planks&lt;br /&gt;
|Output=LV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 32EU packets (LV) and outputs 128EU (MV) packets, OR&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 32EU (LV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[MV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=2xIns. Gold Cable|C1=&lt;br /&gt;
|A2=|B2=Machine|C2=&lt;br /&gt;
|A3=|B3=2xIns. Gold Cable|C3=&lt;br /&gt;
|Output=MV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 512EU (HV) packets, OR&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 128EU (MV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[HV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=4xIns. HV Cable&lt;br /&gt;
|A2=Electronic Circuit|B2=MV Transformer|C2=Energy Crystal&lt;br /&gt;
|B3=4xIns. HV Cable&lt;br /&gt;
|Output=HV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 2048EU (EV) packets, OR&lt;br /&gt;
* Accepts up to 2048EU packets (EV) and outputs 512EU (HV) packets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machine Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Refined Iron|C3=Refined Iron&lt;br /&gt;
|Output=Machine&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|Output=Refined Iron|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines and the [[QuantumSuit Leggings|Quantum Leggings]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Advanced Alloy&lt;br /&gt;
|A2=Carbon Plate|B2=Machine|C2=Carbon Plate&lt;br /&gt;
|B3=Advanced Alloy&lt;br /&gt;
|Output=Advanced Machine&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines.&lt;br /&gt;
|-&lt;br /&gt;
![[Electronic Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|B1=Cable|C1=Cable&lt;br /&gt;
|A2=Redstone|B2=Refined Iron|C2=Redstone&lt;br /&gt;
|A3=Cable|B3=Cable|C3=Cable&lt;br /&gt;
|Output=Electronic Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines, smart items and the [[Advanced Circuit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Glowstone Dust|C1=Redstone&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Electronic Circuit|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Redstone|B3=Glowstone Dust|C3=Redstone&lt;br /&gt;
|Output=Advanced Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines and smart items.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generators ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|B3=Iron Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
|Simple generator which accepts [[Fuel Can (Filled)|fuel]] (43,200 EU for coal fuel, 16,200 EU for bio fuel), coal (4000 EU), [[Scrap|scrap]] (825 EU), wood (750 EU), planks (750 EU), wooden blocks (750 EU), sticks (250 EU), saplings (250 EU, 200 EU for rubber tree saplings), sugar cane (125 EU) and cactus (125 EU) and outputs 10 EU/t. If there is no destination for the current, it can store up to 4000 [[EU]]. It is also a base component for other generators.&lt;br /&gt;
|-&lt;br /&gt;
![[Geothermal Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Empty Cell|C1=Glass&lt;br /&gt;
|A2=Glass|B2=Empty Cell|C2=Glass&lt;br /&gt;
|A3=Refined Iron|B3=Generator|C3=Refined Iron&lt;br /&gt;
|Output=Geothermal Generator&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts lava buckets and [[Lava Cell|cells]] and outputs 20 EU/t for a total of 20,000 [[EU]] per lava bucket. If there is no destination for the current, it stores up to 480,000 [[EU]] (24 buckets or cells).&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Panel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Coal Dust|B1=Glass|C1=Coal Dust&lt;br /&gt;
|A2=Glass|B2=Coal Dust|C2=Glass&lt;br /&gt;
|A3=Electronic Circuit|B3=Generator|C3=Electronic Circuit&lt;br /&gt;
|Output=Solar Panel&lt;br /&gt;
}}&lt;br /&gt;
|Generator which, when exposed to sunlight through its top (glass and other non-full blocks like signs are an exception), outputs about 0.8-1.0 EU/t for a total of 13000-13500 EU per Minecraft day (05:30 to 18:35 in latest bukkit time).&lt;br /&gt;
&amp;#039;&amp;#039;Note: This recipe changed from using Cable to Electronic circuits in v.1.337&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Note2:can be differed from server or client&amp;#039;s status.&lt;br /&gt;
|-&lt;br /&gt;
![[Water Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stick|B1=Wooden Planks|C1=Stick&lt;br /&gt;
|A2=Wooden Planks|B2=Generator|C2=Wooden Planks&lt;br /&gt;
|A3=Stick|B3=Wooden Planks|C3=Stick&lt;br /&gt;
|Output=Water Mill|OA=2&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts water buckets and adjacent water and outputs either 2 EU/t for a total of 1000 EU per water bucket, or 0.010 EU/t per adjacent water block for a maximum of 0.25 EU/t with a 3x3 cube of water with the water mill in the middle and cable on top.&lt;br /&gt;
|-&lt;br /&gt;
![[Wind Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|C1=Iron&lt;br /&gt;
|B2=Generator&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Windmill&lt;br /&gt;
}}&lt;br /&gt;
|Generator which outputs 0-3 EU/t for a total of an average of 250 EU/t multiplied by its height in the Minecraft world. The generation power can be hindered by any block in a 9x9x7 area around it, reducing the effective height by 1 for each block in said area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Reactor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nuclear Reactor]]&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;
|Complex generator whose output and total [[EU]] varies depending on the setup. Making reactor setups isn&amp;#039;t easy and can lead to violent nuclear explosions. See its [[Nuclear Reactor|article]] for more information on how to build proper reactor setups. Can be disabled (cooldown mode) by applying a Redstone current to the core or any of the chambers.&lt;br /&gt;
|-&lt;br /&gt;
![[Reactor Chamber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Integrated Heat Dispenser|C1=Advanced Alloy&lt;br /&gt;
|A2=Integrated Reactor Plating|B2=Machine|C2=Integrated Reactor Plating&lt;br /&gt;
|A3=Advanced Alloy|B3=Integrated Reactor Plating|C3=Advanced Alloy&lt;br /&gt;
|Output=Reactor Chamber&lt;br /&gt;
}}&lt;br /&gt;
|Can be attached to a [[Nuclear Reactor|reactor]] to increase its space by 1 column and its hull heat tolerance by 1000, also cooling the reactor at a rate of -2 heat per tick. Up to 6 chambers may be attached to a reactor, one on each side of it. Also used to craft a reactor.&lt;br /&gt;
|-&lt;br /&gt;
![[Refined Uranium]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Compressor&lt;br /&gt;
|Top=Uranium&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Refined Uranium&lt;br /&gt;
}}&lt;br /&gt;
|Refined form of the [[Uranium|uranium]] resource, used to craft a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Reactor Plating]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Copper&lt;br /&gt;
|A2=Copper|B2=Advanced Alloy|C2=Copper&lt;br /&gt;
|B3=Copper&lt;br /&gt;
|Output=Integrated Reactor Plating&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat evenly between neighboring [[Coolant Cell]]s or other plating. When there are no components cool enough, it stores up to 10,000 heat. It also increases the reactor hull&amp;#039;s heat tolerance by 100.&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Heat Dispenser]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Advanced Circuit|C1=Copper&lt;br /&gt;
|A2=Cooling Cell|B2=Integrated Reactor Plating|C2=Cooling Cell&lt;br /&gt;
|Output=Integrated Heat Dispenser&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat from itself either to neighboring [[Coolant Cell]]s or to the reactor hull. Every reactor tick (second), it can add or subtract 6 heat from neighboring elements and dispense up to 25 heat to or from the reactor hull.&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Uranium Fuel Ingot&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
|Generates 1,000,000-5,000,000 [[EU]] at 5-25 EU/t (depending on efficiency, that is, cell adjacency), but generates excess heat which must be eliminated through cooling. When it decays, rarely turns into a [[Near-Depleted Uranium Cell]], which once recharged, turns into a fresh new cell.&lt;br /&gt;
|-&lt;br /&gt;
![[Near-Depleted Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Empty Cell|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Uranium Fuel Ingot|C2=Empty Cell&lt;br /&gt;
|A3=Empty Cell|B3=Empty Cell|C3=Empty Cell&lt;br /&gt;
|Output=Near-Depleted Uranium Cell|OA=8&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Rarely created when an [[Uranium Cell]] decays&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned into a rechargeable [[Depleted Isotope Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Depleted Isotope Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Near-Depleted Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Depleted Isotope Cell&lt;br /&gt;
}}&lt;br /&gt;
|When surrounded by one or more [[Uranium Cell]]s, will make the cell pulse an additional time. This pulse generates heat, but not EU, and recharges the cell. Recharging is much faster when done on a reactor running very hot (up to 9000 heat).&lt;br /&gt;
|-&lt;br /&gt;
![[Re-Enriched Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell&lt;br /&gt;
|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Created once a [[Depleted Isotope Cell]] charges&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned back into a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Coolant Cell]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Extractor&lt;br /&gt;
|Top=Water Cell&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Cooling Cell&lt;br /&gt;
}}&lt;br /&gt;
|Absorbs up to 10,000 heat from [[Uranium Cell|uranium cells]] and other elements, while cooling itself down for 1 heat per reactor tick (second).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Processors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|B1=Iron|C1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Iron|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Furnace|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Normal furnace which is faster (and thus uses less fuel) than a normal furnace, which can also burn [[Fuel Can (Filled)|fuel]]. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Electro Furnace|Electric Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=Iron Furnace|C2=Redstone&lt;br /&gt;
|Output=Electro Furnace&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered furnace which is faster than an iron furnace. Takes 313 [[EU]] per operation (at least 3 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Macerator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=Cobblestone|B2=Machine|C2=Cobblestone&lt;br /&gt;
|B3=Electronic Circuit&lt;br /&gt;
|Output=Macerator&lt;br /&gt;
}}&lt;br /&gt;
|Turns ore into [[Dusts]] and some other things - look for more recipes on [[Macerator|this]] page. Takes 625 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Extractor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Treetap|B1=Machine|C1=Treetap&lt;br /&gt;
|A2=Treetap|B2=Electronic Circuit|C2=Treetap&lt;br /&gt;
|Output=Extractor&lt;br /&gt;
}}&lt;br /&gt;
|Extracts resin into 3 rubber (triple the efficiency) and turns simple fuel cells into liquid fuel ones and some other things - look for more recipes on [[Extractor|this]] page. Takes 313 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Compressor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stone|C1=Stone&lt;br /&gt;
|A2=Stone|B2=Machine|C2=Stone&lt;br /&gt;
|A3=Stone|B3=Electronic Circuit|C3=Stone&lt;br /&gt;
|Output=Compressor&lt;br /&gt;
}}&lt;br /&gt;
|Compresses [[Mixed Metal Ingot]]s into [[Advanced Alloy]] and [[Plantball]]s into [[Compressed Plants]] and some other things - look for more recipes on [[Compressor|this]] page. Takes 625 EU per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Recycler]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Compressor|C2=Dirt&lt;br /&gt;
|A3=Refined Iron|B3=Dirt|C3=Refined Iron&lt;br /&gt;
|Output=Recycler&lt;br /&gt;
}}&lt;br /&gt;
|Has a random chance of turning anything inserted into it to [[Scrap]]. Takes 35 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Canning Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Tin|B1=Electronic Circuit|C1=Tin&lt;br /&gt;
|A2=Tin|B2=Machine|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Tin|C3=Tin&lt;br /&gt;
|Output=Canning Machine&lt;br /&gt;
}}&lt;br /&gt;
|Turns food (top slot) and tin cans (bottom slot) into several canned food (see the [[Food List]]). Canned food instantly heals you 1 heart per unit. It is also used to fill [[Fuel Can (Empty)|fuel cans]] using [[Biofuel Cell]]s and [[Coalfuel Cell]]s, and refuel [[Jetpack]]s using those cells. Takes (unknown) EU per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Induction Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Copper|C1=Copper&lt;br /&gt;
|A2=Copper|B2=Electro Furnace|C2=Copper&lt;br /&gt;
|A3=Copper|B3=Advanced Machine|C3=Copper&lt;br /&gt;
|Output=Induction Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Special two-input two-output furnace which increases its smelting speed as it heats up through smelting. When it&amp;#039;s not smelting anything, it will quickly lose heat, but the furnace can be applied a Redstone current to keep itself heated for 1 EU/t. Takes 6000 (0% heat) to 208 (100% heat) EU per operation (at least 16 EU/t needed for continuous usage), up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mass Fabricator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Circuit|C1=Glowstone Dust&lt;br /&gt;
|A2=Advanced Machine|B2=Lapotron Crystal|C2=Advanced Machine&lt;br /&gt;
|A3=Glowstone Dust|B3=Advanced Circuit|C3=Glowstone Dust&lt;br /&gt;
|Output=Mass Fabricator&lt;br /&gt;
}}&lt;br /&gt;
|Generates [[Matter]] for a vast amount of energy, but said amount can be reduced and the generation speed increased by feeding [[Scrap]] to the bottom slot. Takes 1,000,000 EU per operation (without any scrap), up to high [[EU|voltage]] (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Luminator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined_Iron|B1=Insulated Copper Cable|C1=Refined_Iron&lt;br /&gt;
|A2=Glass|B2=Tin_Cable|C2=Glass&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Luminator|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Produces light when powered.&lt;br /&gt;
|-&lt;br /&gt;
![[Personal Safe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Chest&lt;br /&gt;
|Output=Personal Safe&lt;br /&gt;
}}&lt;br /&gt;
|Chest which can only be opened by you once you right-click it for the first time. It also has the space of a double chest. Useful for SMP. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Trade-O-Mat]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Chest|B2=Machine|C2=Chest&lt;br /&gt;
|Output=Trade-O-Mat&lt;br /&gt;
}}&lt;br /&gt;
|Allows a certain item to be traded by another, giving or taking from an adjacent chest or [[Personal Safe]]. Useful for SMP. See its [[Trade-O-Mat|article]] for a full guide on how to set one up. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Magnetizer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Iron Fence|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Machine|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Iron Fence|C3=Redstone&lt;br /&gt;
|Output=Magnetizer&lt;br /&gt;
}}&lt;br /&gt;
|Turns [[Iron Fence]]s stacked vertically (up and/or down) into a faster alternative to ladders. When a player wearing metal boots (iron, gold, [[Bronze Boots|bronze]], [[Nano-Boots|nano]] or [[QuantumSuit Boots|quantum]]) approaches the fences, said player is quickly propelled upwards while the Magnetizer uses energy. Takes 2 EU/t while a player is being propelled, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|C1=Cable&lt;br /&gt;
|A2=Cable|B2=Electronic Circuit|C2=Cable&lt;br /&gt;
|A3=Empty Cell|B3=Machine|C3=Empty Cell&lt;br /&gt;
|Output=Electrolyzer&lt;br /&gt;
}}&lt;br /&gt;
|When placed adjacent to a [[MFE Unit]] or [[MFS Unit]] and filled with [[Water Cell]]s, once the [[EU]] storage is full, starts turning the cells into [[Electrolyzed Water Cells]], but once it&amp;#039;s empty, starts using up the electrolyzed cells to supply power. Both operations run at 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Tesla Coil]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=MV Transformer|C2=Redstone&lt;br /&gt;
|A3=Refined Iron|B3=Electronic Circuit|C3=Refined Iron&lt;br /&gt;
|Output=Tesla Coil&lt;br /&gt;
}}&lt;br /&gt;
|When charged and applied a Redstone current, it starts finding NPCs and players at a range of 4 blocks at the cost of 2 EU/t. If a NPC/player is found, it will apply 10 hearts of damage to it and discharge. Useful for placing monster traps outside your base. Takes 5000 [[EU]] to charge, up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Teleporter]]&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;
|Teleports a player to another [[Teleporter]] defined by a [[FreqTrans]] once it is applied Redstone current. Takes a variable amount of EU depending on the distance, kind of creature (human/monster/animal), inventory and worn armor (from Distance*100 for an animal to Distance*3100 for a player with a full inventory of stacks of 64 and all armor pieces worn), up to high [[EU|voltage]] (512 EU/t). Please note that a teleporter does not accept cables as energy inputs - only EU storage blocks ([[MFS Unit]] recommended) adjacent to it.&lt;br /&gt;
|-&lt;br /&gt;
![[Industrial TNT]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=TNT|B2=TNT|C2=TNT&lt;br /&gt;
|A3=Flint|B3=Flint|C3=Flint&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Glowstone Dust|B2=Electronic Circuit|C2=Glowstone Dust&lt;br /&gt;
|A3=TNT|B3=TNT|C3=TNT&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
|Much like [[TNT]], but with less power so as not to destroy ores or deal as much damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=String&lt;br /&gt;
|A2=Industrial TNT&lt;br /&gt;
|Output=Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Smaller version of [[Industrial TNT]] which can be thrown or placed.&lt;br /&gt;
|-&lt;br /&gt;
![[Sticky Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Dynamite|B1=Dynamite|C1=Dynamite&lt;br /&gt;
|A2=Dynamite|B2=Sticky Resin|C2=Dynamite&lt;br /&gt;
|A3=Dynamite|B3=Dynamite|C3=Dynamite&lt;br /&gt;
|Output=Sticky Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Dynamite that will stick to a wall when thrown.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Trampoline]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1= |B1= |C1=&lt;br /&gt;
|A2=Rubber |B2=Rubber |C2=Rubber&lt;br /&gt;
|A3=Rubber |B3=Rubber |C3=Rubber&lt;br /&gt;
|Output=Rubber Trampoline|OA=3&lt;br /&gt;
}}&lt;br /&gt;
|Jumping off of a height onto this rubberized sheet will cause you to bounce back up, effectively negating fall damage.  The rubber trampoline must be connected on at least 2 sides to blocks on the same level as it, and must have a gap underneath, similar to a real trampoline. &lt;br /&gt;
|-&lt;br /&gt;
![[Iron Fence]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=Iron Fence|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Iron Fences can serve as a normal fence. Iron Fences can be stacked on top of one another, and if a player approaches the resulting pole while holding the Crouch button, he will quickly slide down the pole, much faster than down a ladder, but still not fast enough to receive fall damage upon touching the ground. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miner ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Miner]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Electronic Circuit|B1=Machine|C1=Electronic Circuit&lt;br /&gt;
|B2=Mining Pipe&lt;br /&gt;
|B3=Mining Pipe&lt;br /&gt;
|Output=Miner&lt;br /&gt;
}}&lt;br /&gt;
|Mines vertically by laying down [[Mining Pipe]]s placed in the top-center slot, using the [[Mining Drill]] or [[Diamond Drill]] (faster but consumes more energy) in the top-left slot and scanning for ores using the [[OD Scanner]] (5x5 area) or [[OV Scanner]] (9x9 area) in the top-right slot, either throwing anything out or placing in an adjacent chest. Any kind of block may be placed in the pipe slot too, causing the pipes to be retracted and refunded. Takes a variable amount of EU per operation based on the scanner and drill (460 EU for Mining Drill or 890 EU for Diamond Drill + 70 EU for OD Scanner or 180 EU for OV Scanner), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Pump]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Electronic Circuit|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Machine|C2=Empty Cell&lt;br /&gt;
|A3=Mining Pipe|B3=Treetap|C3=Mining Pipe&lt;br /&gt;
|Output=Pump&lt;br /&gt;
}}&lt;br /&gt;
|When placed next to a miner and filled with empty [[Empty Cell|cells]], fills the cells with any liquid the miner comes across. When alone, fills an empty [[Empty Cell|cell]] with a liquid one block directly below the pump. Takes 200 [[EU]] per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Pipe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Treetap|C3=Refined Iron&lt;br /&gt;
|Output=Mining Pipe|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Placed in the miner&amp;#039;s top-center slot.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terraformer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Tfbp|C1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Advanced Machine|C2=Dirt&lt;br /&gt;
|A3=Glowstone Dust|B3=Dirt|C3=Glowstone Dust&lt;br /&gt;
|Output=Terraformer&lt;br /&gt;
}}&lt;br /&gt;
|Alters (terraforms) nearby landscape following a [[Terraformer Blueprint]] inserted in it (by right-clicking the machine with the blueprint). Takes a variable amount of EU/t (based on the blueprint being used), up to high voltage (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer Blueprint|Empty Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Advanced Circuit&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Tfbp&lt;br /&gt;
}}&lt;br /&gt;
|Empty Terraformer blueprint used to craft functional ones.&lt;br /&gt;
|-&lt;br /&gt;
![[Chilling|Chilling Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Snowball&lt;br /&gt;
|A2=Snowball|B2=Tfbp|C2=Snowball&lt;br /&gt;
|B3=Snowball&lt;br /&gt;
|Output=Chilling&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Snow biome by placing snow (and later snow blocks) on top of blocks and freezing water. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Compression|Compression Blueprint]]&lt;br /&gt;
(coming soon)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Stone|C1=Cobblestone&lt;br /&gt;
|A2=Stone|B2=Tfbp|C2=Stone&lt;br /&gt;
|A3=Cobblestone|B3=Stone|C3=Cobblestone&lt;br /&gt;
|Output=Compression&lt;br /&gt;
}}&lt;br /&gt;
|Removes dirt and sand, crushing some of it into cobblestone and sandstone and then crushing cobblestone into stone. Takes 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Cultivation|Cultivation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Seeds&lt;br /&gt;
|A2=Seeds|B2=Tfbp|C2=Seeds&lt;br /&gt;
|B3=Seeds&lt;br /&gt;
|Output=Cultivation&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Plains biome by replacing sand with dirt, growing grass on top of dirt and randomly adding plantlife. Takes 20 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Desertification|Desertification Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Sand&lt;br /&gt;
|A2=Sand|B2=Tfbp|C2=Sand&lt;br /&gt;
|B3=Sand&lt;br /&gt;
|Output=Desertification&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Desert biome by replacing dirt with sand, destroying plants, melting ice/snow and causing forest fires. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Flatificator|Flatificator Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Dirt&lt;br /&gt;
|A2=Dirt|B2=Tfbp|C2=Dirt&lt;br /&gt;
|B3=Dirt&lt;br /&gt;
|Output=Flatificator&lt;br /&gt;
}}&lt;br /&gt;
|Removes all natural blocks (except stone) above the Terraformer and fills land below the Terraformer with dirt. Takes 40 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Irrigation|Irrigation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Water Bucket&lt;br /&gt;
|A2=Water Bucket|B2=Tfbp|C2=Water Bucket&lt;br /&gt;
|B3=Water Bucket&lt;br /&gt;
|Output=Irrigation&lt;br /&gt;
}}&lt;br /&gt;
|Replaces sand with dirt, grows grass on top of dirt, causes plants to grow faster, lets sugar cane grow past 3 blocks and rarely spawns water below the Terraformer. Takes 8 EU/t.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
Place one or more upgrades into the four right-most slots of a machine to upgrade said machine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Overclocker upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cooling Cell|B1=Cooling Cell|C1=Cooling Cell&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=Overclocker upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to speed up machines at the cost of higher energy consumption.  Each upgrade reduces the operating time to 70% of the previous value and increases energy consumption by 60%.  The effect is multiplicative.&lt;br /&gt;
|-&lt;br /&gt;
![[Transformer upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=2xIns. Gold Cable|B2=MV Transformer|C2=2xIns. Gold Cable&lt;br /&gt;
|A3=Glass|B3=Electronic Circuit|C3=Glass&lt;br /&gt;
|Output=Transformer upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s power input rate or tier.  One upgrade enables a tier 1 machine to receive 128EU/t. Two upgrades enables it to receive 512EU/t and three for More than 512 EU.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy storage upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Wooden Planks|C1=Wooden Planks&lt;br /&gt;
|A2=Insulated Copper Cable|B2=RE Battery|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Wooden Planks|B3=Electronic Circuit|C3=Wooden Planks&lt;br /&gt;
|Output=Energy storage upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s internal power storage.  Each upgrade increases the storage capacity by 10,000 EU.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Helmet&lt;br /&gt;
}}&lt;br /&gt;
|Helmet with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Chestplate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|B3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Chestplate&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Leggings&lt;br /&gt;
}}&lt;br /&gt;
|Leggings with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Boots&lt;br /&gt;
}}&lt;br /&gt;
|Boots with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Helmet|Nano Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Glass|C2=Carbon Plate&lt;br /&gt;
|Output=Nano-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Bodyarmor|Nano Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Energy Crystal (Charged)|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Leggings|Nano Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Boots|Nano Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal (Charged)|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Iridium Plate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Ore|B1=Advanced Alloy|C1=Iridium Ore&lt;br /&gt;
|A2=Advanced Alloy|B2=Diamond|C2=Advanced Alloy&lt;br /&gt;
|A3=Iridium Ore|B3=Advanced Alloy|C3=Iridium Ore&lt;br /&gt;
|Output=Iridium Plate&lt;br /&gt;
}}&lt;br /&gt;
|Material used to craft QuantumSuit armor&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Helmet|Quantum Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Nano-Helmet|C1=&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Advanced Circuit|B3=Reinforced Glass|C3=Advanced Circuit&lt;br /&gt;
|Output=Quantum-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which lets you breathe underwater, replenishes your hunger and cures poison while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Bodyarmor|Quantum Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Nano-Bodyarmor|C1=Advanced Alloy&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Iridium Plate|B3=Advanced Alloy|C3=Iridium Plate&lt;br /&gt;
|Output=Quantum-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs all of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Leggings|Quantum Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Machine|B1=Lapotron Crystal|C1=Machine&lt;br /&gt;
|A2=Iridium Plate|B2=Nano-Leggings|C2=Iridium Plate&lt;br /&gt;
|A3=Glowstone Dust|B3=|C3=Glowstone Dust&lt;br /&gt;
|Output=Quantum-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which let you sprint more than 3 times faster, and while sprinting, jump higher.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Boots|Quantum Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Plate|B1=Nano-Boots|C1=Iridium Plate&lt;br /&gt;
|A2=Rubber Boots|B2=Lapotron Crystal|C2=Rubber Boots&lt;br /&gt;
|A3=|B3=|C3=|Output=Quantum-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb all of your fall damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatPack|Bat-Pack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Electronic_Circuit|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Bat-Pack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which powers your electric tools using its energy of up to 60,000 [[EU]] while you are wearing it.&lt;br /&gt;
|-&lt;br /&gt;
![[LapPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli Block|B1=Advanced Circuit |C1=Lapis Lazuli Block&lt;br /&gt;
|A2=Lapis Lazuli Block|B2=Bat-Pack|C2=Lapis Lazuli Block&lt;br /&gt;
|A3=Lapis Lazuli Block|C3=Lapis Lazuli Block&lt;br /&gt;
|Output=LapPack&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded version of the [[Batpack]] which can hold 300,000 [[EU]]&lt;br /&gt;
|-&lt;br /&gt;
![[Composite Armor Vest|Composite Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|C1=Advanced Alloy&lt;br /&gt;
|A2=Advanced Alloy|B2=Iron Chestplate|C2=Advanced Alloy&lt;br /&gt;
|A3=Advanced Alloy|B3=Leather_Tunic|C3=Advanced Alloy&lt;br /&gt;
|Output=Composite Armor Vest&lt;br /&gt;
}}&lt;br /&gt;
|Super-durable chestplate, more than 3 times the durability of a diamond chestplate.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Advanced Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=BatBox|C2=Refined Iron&lt;br /&gt;
|A3=Glowstone Dust|C3=Glowstone Dust&lt;br /&gt;
|Output=Electric Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered jetpack worn as a chestplate. It has a limited maximum flying height and a smaller operational time, unlike the normal fuel-powered [[Jetpack]].&lt;br /&gt;
|-&lt;br /&gt;
![[Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Electronic Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Fuel Can (Empty)|C2=Refined Iron&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[Fuel]]-powered tool that allows the player to fly while worn as a chestplate.  It last for 90 seconds when fully charged.&lt;br /&gt;
|-&lt;br /&gt;
![[CFPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=CF_Sprayer|B1=Electronic_Circuit|C1=CF_Sprayer&lt;br /&gt;
|A2=Fuel_Can_(Empty)|B2=Tin|C2=Fuel_Can_(Empty)&lt;br /&gt;
|A3=Fuel_Can_(Empty)|B3=|C3=Fuel_Can_(Empty)&lt;br /&gt;
|Output=CFPack&lt;br /&gt;
|Output link=CFPack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which stores additional CF Pellets to automatically reload a CF Sprayer.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Rubber|C2=Rubber&lt;br /&gt;
|A3=Rubber|B3=Wool|C3=Rubber&lt;br /&gt;
|Output=Rubber Boots&lt;br /&gt;
|-&lt;br /&gt;
}}&lt;br /&gt;
|Boots which reduce your fall damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Static Boots|Static Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Wool&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Static-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which charge the electric chestplate you&amp;#039;re wearing.&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Helmet|Solar Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|B1=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron Helmet&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which charges the electric chestplate you&amp;#039;re wearing from sunlight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Pickaxe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Pickaxe&lt;br /&gt;
}}&lt;br /&gt;
|Pickaxe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Shovel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Shovel&lt;br /&gt;
}}&lt;br /&gt;
|Shovel with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Axe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick|C2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Axe&lt;br /&gt;
}}&lt;br /&gt;
|Axe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Sword]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Sword&lt;br /&gt;
}}&lt;br /&gt;
|Sword with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wooden Planks&lt;br /&gt;
|A2=Wooden Planks|B2=Wooden Planks|C2=Wooden Planks&lt;br /&gt;
|A3=Wooden Planks&lt;br /&gt;
|Output=Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Extracts [[Sticky Resin]] from [[Rubber Wood|rubber wood]] with resin holes in them upon right-clicking the wood.&lt;br /&gt;
|-&lt;br /&gt;
![[Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|B3=Bronze&lt;br /&gt;
|Output=Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Removes machine with right click (there is a small chance that a machine will be gutted and drop only machine block or generator).&lt;br /&gt;
|-&lt;br /&gt;
![[Cutter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|B2=Refined Iron&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Cutter&lt;br /&gt;
}}&lt;br /&gt;
|When left-clicked on a cable, removes one layer of insulation, dropping the [[Rubber|rubber]]. When right-clicked on a cable, adds one layer of insulation, using rubber from your inventory.&lt;br /&gt;
|-&lt;br /&gt;
![[Painter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wool|C1=Wool&lt;br /&gt;
|B2=Iron|C2=Wool&lt;br /&gt;
|A3=Iron&lt;br /&gt;
|Output=Painter&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Painter|B1=Red Dye&lt;br /&gt;
|Output=Painter (Red)&lt;br /&gt;
}}&lt;br /&gt;
|When dyed and left-clicked on a cable, paints the cable. Painted cables only connect with unpainted cables or painted cables of the same color. It cannot paint uninsulated cable, except for [[Glass Fibre Cable]]. Each dye lasts 16 uses.&lt;br /&gt;
|-&lt;br /&gt;
![[EC-Meter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Insulated Copper Cable|C3=Insulated Copper Cable&lt;br /&gt;
|Output=EC-Meter&lt;br /&gt;
|Output-image=Grid_EC_Manipulator.png&lt;br /&gt;
}}&lt;br /&gt;
|Detects how many EU are passing through a cable upon right-clicking on one.&lt;br /&gt;
|-&lt;br /&gt;
![[Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks |B1=Wooden Planks |C1=Wooden Planks&lt;br /&gt;
|A2=|B2=Stick |C2=&lt;br /&gt;
|A3=Stick  |B3=|C3=Stick&lt;br /&gt;
|Output=Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|Easy to place, easy to demolish platforms that also work like ladders. Try with [[Construction Foam]]. and, there is also a small furnace exploit, do your math, and to the dev team, make scaffolds only burn for .5 of an item, not 1.5&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron |B1=Refined Iron |C1=Refined Iron&lt;br /&gt;
|A2=|B2=Iron Fence|C2=&lt;br /&gt;
|A3=Iron Fence |B3=|C3=Iron Fence &lt;br /&gt;
|Output=Iron Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|A sturdier version of the wooden scaffolding.&lt;br /&gt;
|-&lt;br /&gt;
![[CF Sprayer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Cobblestone&lt;br /&gt;
|A2=Cobblestone|B2=Stick&lt;br /&gt;
|C3=Cobblestone&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet&lt;br /&gt;
|B2=CF Sprayer&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet|B1=CF Pellet|C1=CF Pellet&lt;br /&gt;
|A2=CF Pellet|B2=CF Sprayer|C2=CF Pellet&lt;br /&gt;
|A3=CF Pellet|B3=CF Pellet|C3=CF Pellet&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
|Sprays [[Construction Foam]]. It can be recharged in a crafting table using [[CF Pellet|CF pellets]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electric === &lt;br /&gt;
&lt;br /&gt;
Electric tools use energy instead of durability. They need recharging when they run out of energy, but they never wear out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=RE Battery|C3=Refined Iron&lt;br /&gt;
|Output=Mining Drill&lt;br /&gt;
}}&lt;br /&gt;
|Electric pickaxe + shovel which is faster than a pickaxe and shovel. &lt;br /&gt;
|-&lt;br /&gt;
![[Diamond Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Diamond&lt;br /&gt;
|A2=Diamond|B2=Mining Drill|C2=Diamond&lt;br /&gt;
|Output=Diamond Drill&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded [[Mining Drill|mining drill]] which is faster and can break obsidian at a faster speed. &lt;br /&gt;
|-&lt;br /&gt;
![[Chainsaw]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=RE Battery|B3=Refined Iron&lt;br /&gt;
&lt;br /&gt;
|Output=Chainsaw (Uncharged)&lt;br /&gt;
|Output-image=Grid_Chainsaw.png&lt;br /&gt;
}}&lt;br /&gt;
|More efficient electric axe with the plus of being an effective MOB stopper.&lt;br /&gt;
|! since 1.70 the Chainsaw now also works as shears. Just right-click on a sheep. Sames goes with grass or anything else you could shear, with normal shears.... Cheers&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Wrench&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Like a [[Wrench]], right-clicking on a machine with an electric wrench removes it. &lt;br /&gt;
|Protip: Post 1.46v Electric wrenches toggle ability has a 100% chance to remove the machine. Tool is toggled by holding the &amp;quot;M&amp;quot; key and right clicking. &lt;br /&gt;
|-&lt;br /&gt;
![[Nano Saber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Alloy&lt;br /&gt;
|A2=Glowstone Dust|B2=Advanced Alloy&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal|C3=Carbon Plate&lt;br /&gt;
|Output=Nano Saber&lt;br /&gt;
}}&lt;br /&gt;
|Sword that deals massive damage when charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Treetap&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Treetap which uses EU&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Laser]]&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;
|B3=Advanced Alloy|C3=Advanced Alloy&lt;br /&gt;
|Output=Mining Laser&lt;br /&gt;
}}&lt;br /&gt;
|Multipurpose laser which instantly breaks blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=&lt;br /&gt;
|A2=|B2=Electronic Circuit|C2=&lt;br /&gt;
|A3=|B3=RE Battery|C3=&lt;br /&gt;
|Output=Electric Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe which uses EU&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
To be completed. --[[User:RichardG|RichardG]]&amp;lt;sup&amp;gt;[[Special:Contributions/RichardG|c]]|[[Talk:RichardG|t]]&amp;lt;/sup&amp;gt; 13:39, 2 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Solar_Helmet&amp;diff=10851</id>
		<title>Solar Helmet</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Solar_Helmet&amp;diff=10851"/>
		<updated>2012-05-12T01:20:23Z</updated>

		<summary type="html">&lt;p&gt;Two: Added recharge value from source code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A helm especially designed to use the sun&amp;#039;s power to &amp;#039;&amp;#039;slowly&amp;#039;&amp;#039; charge up a worn [[Bat-Pack]] (1 EU/t in sunlight).&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|B1=Iron|C1=Iron&lt;br /&gt;
|A2=Iron|B2=Solar Panel|C2=Iron&lt;br /&gt;
|A3=Cable|B3=Cable|C3=Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron Helmet&lt;br /&gt;
|B2=Solar Panel&lt;br /&gt;
|A3=Cable|B3=Cable|C3=Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Static_Boots&amp;diff=10850</id>
		<title>Static Boots</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Static_Boots&amp;diff=10850"/>
		<updated>2012-05-12T01:19:42Z</updated>

		<summary type="html">&lt;p&gt;Two: Added recharge value from source code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upgraded version of [[Rubber Boots]] which makes use of the tiny kinetic charge generated by walking to fill up a worn [[Bat-Pack]] &amp;#039;&amp;#039;very slowly&amp;#039;&amp;#039; (1 EU every 5 blocks of walking).&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|C1=Iron&lt;br /&gt;
|A2=Iron|B2=Wool|C2=Iron&lt;br /&gt;
|A3=Cable|B3=Cable|C3=Cable&lt;br /&gt;
|Output=Static Boots&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron Boots&lt;br /&gt;
|B2=Wool&lt;br /&gt;
|A3=Cable|B3=Cable|C3=Cable&lt;br /&gt;
|Output=Static Boots&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&amp;diff=10829</id>
		<title>Recipes and Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&amp;diff=10829"/>
		<updated>2012-05-09T23:10:09Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Miner */ Noted the actual usage of pumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of recipes and resources found in IndustrialCraft².&lt;br /&gt;
== Resources ==&lt;br /&gt;
=== Vanilla blocks changed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Obsidian]]&lt;br /&gt;
![[Image:Grid_Obsidian.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 6000 to 60, this allows [[Secret:Nuke|nuke]] and [[Nuclear_Reactor|reactor]] to destroy obsidian on default power(up to 6 blocks).&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Water]]&lt;br /&gt;
![[Image:Grid_Water_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy water blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Lava]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy lava blocks.&lt;br /&gt;
|-http://wiki.industrial-craft.net/skins/common/images/button_extlink.png&lt;br /&gt;
![[Non-IC Items|Lava bucket]]&lt;br /&gt;
![[Image:Grid_Lava_Bucket.png|64px]]&lt;br /&gt;
|Fuel value changed from 20000 to 2000 if used inside Iron Furnace.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Cacti]]&lt;br /&gt;
![[Image:Grid_Cactus.png|64px]]&lt;br /&gt;
|Can now be burned in any furnace for 50 fuel points.&lt;br /&gt;
|-&lt;br /&gt;
![[Non-IC Items|Sugar Cane]]&lt;br /&gt;
![[Image:Grid_Sugar_Cane.png|64px]]&lt;br /&gt;
|Can now be burned in any furnace for 50 fuel points.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ores ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Ore]]&lt;br /&gt;
![[Image:Copper Ore.png|64px]]&lt;br /&gt;
|Found on layers 10 to 70(rate 15:10). Used most notably to make [[Copper Cable]] and [[Bronze]].&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Ore]]&lt;br /&gt;
![[Image:Tin Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 40(rate 25:6). Used most notably to make [[RE Battery|Rechargeable Batteries]] and [[Empty Cell|cells]].&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Ore]]&lt;br /&gt;
![[Image:Uranium Ore.png|64px]]&lt;br /&gt;
|Found on layers 0 to 64(rate 20:3). Used to make [[Refined Uranium]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Generation rate is number of generation attempts per chunk : number of ore generated per attempt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overworld ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!Picture&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Wood| Rubber Tree]]&lt;br /&gt;
![[Image:Rubber Tree.png|128px]]&lt;br /&gt;
|Unique trees which have pine (dark) logs and birch (light) leaves. They are rare to find, but are more common in Swamp biomes, and are easy to find through their unique &amp;quot;wing&amp;quot; on their leaf design. Their wood is special and has resin holes that may be right-clicked on with a [[Treetap]] to get [[Sticky Resin]], extracted to make one piece of [[Rubber]], be crafted into 3 (instead of 4) wooden planks, or be smelted into normal spruce wood. Their leaves have a small chance of dropping a [[Rubber Wood| Rubber Tree]] Sapling.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
World generation rate of Rubber Trees depends on biome:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Desert&amp;#039;&amp;#039;&amp;#039; 0% chance to generate any Rubber Trees per chunk.&lt;br /&gt;
|width=500px|&amp;#039;&amp;#039;&amp;#039;Forest&amp;#039;&amp;#039;&amp;#039; 2-12% chance to generate 1-6 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Taiga&amp;#039;&amp;#039;&amp;#039; 0-6% chance to generate 0-3 Rubber Trees per chunk.&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Swampland&amp;#039;&amp;#039;&amp;#039; 10-30% chance to generate 5-15 Rubber Trees per chunk.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minimal tree height is 2 max is 8.&lt;br /&gt;
Every log has a 25% chance of having a resin hole, max 3 holes per tree.&lt;br /&gt;
&lt;br /&gt;
== Cables ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Tin Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Tin|B2=Tin|C2=Tin&lt;br /&gt;
|Output=Tin Cable|OA=9&lt;br /&gt;
}}&lt;br /&gt;
|Special uninsulated tin cable which handles up to 5 EU/t (ultra-low [[EU|voltage]]) have 0.025 loss per block.&lt;br /&gt;
Uninsulated cables cannot be painted.&lt;br /&gt;
Uninsulated cables deal 1 point of damage per 64 EU current rowned down.&lt;br /&gt;
Most effective tool for cables removal is chainsaw.&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|Output=Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.29&lt;br /&gt;
|-&lt;br /&gt;
![[Copper Cable|Insulated Copper Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Rubber|B3=Rubber|C3=Rubber&lt;br /&gt;
|Output=Insulated Copper Cable|OA=6&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Copper Cable&lt;br /&gt;
|Output=Insulated Copper Cable&lt;br /&gt;
}}&lt;br /&gt;
|Insulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]). Insulation allows the cable to be painted, reduces distance-based energy loss and completely removes electric shock. You can also apply insulation to uninsulated copper cable by putting the uninsulated cable and a single piece of [[Rubber]] (shapeless) in a crafting table.&lt;br /&gt;
EU loss rate is 0.21&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Gold|B2=Gold|C2=Gold&lt;br /&gt;
|Output=Gold Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.5&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Single-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Gold|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated Gold Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Gold Cable&lt;br /&gt;
|Output=Insulated Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.4501&lt;br /&gt;
|-&lt;br /&gt;
![[Gold Cable|Double-Insulated Gold Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated Gold Cable&lt;br /&gt;
|Output=2xIns. Gold Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 0.402&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=HV Cable|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Uninsulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]).&lt;br /&gt;
EU loss rate is 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Single-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Rubber&lt;br /&gt;
|A2=Rubber|B2=Refined Iron|C2=Rubber&lt;br /&gt;
|B3=Rubber&lt;br /&gt;
|Output=Insulated HV Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=HV Cable&lt;br /&gt;
|Output=Insulated HV Cable|OA&lt;br /&gt;
}}&lt;br /&gt;
|Single-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Single insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.949&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Double-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Insulated HV Cable&lt;br /&gt;
|Output=2xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Double-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Double insulation allows the cable to be painted, reduces distance-based energy loss and reduces electric shock.&lt;br /&gt;
EU loss rate is 0.9&lt;br /&gt;
|-&lt;br /&gt;
![[HV Cable|Triple-Insulated HV Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Rubber&lt;br /&gt;
|A2=HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=Rubber|C1=Insulated HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|B1=2xIns. HV Cable&lt;br /&gt;
|Output=3xIns. HV Cable&lt;br /&gt;
|Output-link=3xIns. HV Cable&lt;br /&gt;
}}&lt;br /&gt;
|Triple-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]). Triple insulation allows the cable to be painted, reduces distance-based energy loss and removes electric shock.&lt;br /&gt;
EU loss rate is 0.8&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although in-game it currently lists &amp;quot;4xInsulated&amp;quot;, that is incorrect as you are adding a layer of insulation each time, not doubling the insulation each time. It is actually &amp;quot;3xIns&amp;quot; and should get renamed eventually in some future patch.&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
![[Glass Fibre Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass Fibre Cable|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=Silver ingot|B2=Diamond|C2=Silver ingot&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Glass_Fibre_Cable|OA=6&lt;br /&gt;
|Output-link=Glass Fibre Cable&lt;br /&gt;
}}&lt;br /&gt;
|Special glass fibre cable which handles up to 512 EU/t (high [[EU|voltage]]). It is the only kind of uninsulated cable which can be painted and gives no electric shock. Glass fibre cable is useful for long-distance wiring, since it has the smallest energy loss of all kinds of cable - 1 EU every 50 blocks (0.025 EU per block).&lt;br /&gt;
|-&lt;br /&gt;
![[Detector Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=3xIns. HV Cable|C2=Redstone&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Detector Cable&lt;br /&gt;
}}&lt;br /&gt;
|Outputs Redstone current when powered, support up to 512 EU flow(cannot be placed on HV lines).&lt;br /&gt;
EU loss rate is 0.5 (Since v1.62 this is no longer a viable cable option to replace glass fibre!)&lt;br /&gt;
|-&lt;br /&gt;
![[Splitter Cable]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Redstone&lt;br /&gt;
|A2=3xIns. HV Cable|B2=Lever|C2=3xIns. HV Cable&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Splitter Cable&lt;br /&gt;
}}&lt;br /&gt;
|Prevents the transfer of EU while being powered by Redstone, support up to 512 EU flow.&lt;br /&gt;
EU loss rate is 0.025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== EU Storage ==&lt;br /&gt;
=== Blocks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatBox]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=RE Battery|B2=RE Battery|C2=RE Battery&lt;br /&gt;
|A3=Wooden Planks|B3=Wooden Planks|C3=Wooden Planks&lt;br /&gt;
|Output=BatBox&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 40,000 [[EU]] and accepts up to and outputs 32 EU/t (low voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFE Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Insulated Copper Cable|B1=Energy Crystal|C1=Insulated Copper Cable&lt;br /&gt;
|A2=Energy Crystal|B2=Machine|C2=Energy Crystal&lt;br /&gt;
|A3=Insulated Copper Cable|B3=Energy Crystal|C3=Insulated Copper Cable&lt;br /&gt;
|Output=MFE Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 600,000 [[EU]] and accepts up to and outputs 128 EU/t (medium voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
![[MFS Unit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapotron Crystal|B1=Advanced Circuit|C1=Lapotron Crystal&lt;br /&gt;
|A2=Lapotron Crystal|B2=MFE Unit|C2=Lapotron Crystal&lt;br /&gt;
|A3=Lapotron Crystal|B3=Advanced Machine|C3=Lapotron Crystal&lt;br /&gt;
|Output=MFS Unit&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage block which stores up to 10,000,000 [[EU]] and accepts up to and outputs 512 EU/t (high voltage). Accepts current from any side, except the one with a dot, which is the output.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Single-Use Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Hydrated Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores 1000 EU and can only be used once, but are stackable in up to 64. It can also be used to power most machines from their bottom slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Tin|B2=Redstone|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Redstone|C3=Tin&lt;br /&gt;
|Output=RE Battery&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 10000 [[EU]] and can be charged or discharged in a [[BatBox]], [[MFE Unit]] or [[MFS Unit]]. It can also be used to power most machines from their bottom slot, and be charged in generators through their top (or middle) slot.&lt;br /&gt;
|-&lt;br /&gt;
![[RE Battery|Battery Pack]]&lt;br /&gt;
(IC1 only)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Tin|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|B3=Tin|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Battery Pack&lt;br /&gt;
}}&lt;br /&gt;
|Stackable battery pack which pops 6 charged [[RE Battery|RE Batteries]] in the ground when right-clicked.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Diamond|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Energy Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 100,000 [[EU]] and can only be charged or discharged in a [[MFE Unit]] or a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Lapotron Crystal]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli (Dye)|B1=Electronic Circuit|C1=Lapis Lazuli (Dye)&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Energy Crystal|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Lapis Lazuli (Dye)|B3=Electronic Circuit|C3=Lapis Lazuli (Dye)&lt;br /&gt;
|Output=Lapotron Crystal&lt;br /&gt;
}}&lt;br /&gt;
|[[EU]] storage item which stores up to 1,000,000 [[EU]] and can only be charged or discharged in a [[MFS Unit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzed Water Cell]]&lt;br /&gt;
|&lt;br /&gt;
|Created in an [[Electrolyzer]] when the adjacent [[MFE Unit]] or [[MFS Unit]] is full, those cells absorb 15000 EU, but lose 1500 EU, only giving off 13500 EU when used (again by the [[Electrolyzer]] when the adjacent MFE/MFS is 25% or less full).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Transformers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[LV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks&lt;br /&gt;
|A2=Copper|B2=Copper|C2=Copper&lt;br /&gt;
|A3=Wooden Planks|B3=Insulated Copper Cable|C3=Wooden Planks&lt;br /&gt;
|Output=LV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 32EU packets (LV) and outputs 128EU (MV) packets, OR&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 32EU (LV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[MV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Insulated Copper Cable|C1=&lt;br /&gt;
|A2=|B2=Machine|C2=&lt;br /&gt;
|A3=|B3=Insulated Copper Cable|C3=&lt;br /&gt;
|Output=MV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 128EU packets (MV) and outputs 512EU (HV) packets, OR&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 128EU (MV) packets.&lt;br /&gt;
|-&lt;br /&gt;
![[HV Transformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Electronic Circuit|B2=MV Transformer|C2=Energy Crystal&lt;br /&gt;
|B3=Insulated Copper Cable&lt;br /&gt;
|Output=HV Transformer&lt;br /&gt;
}}&lt;br /&gt;
|Either:&lt;br /&gt;
* Accepts up to 512EU packets (HV) and outputs 2048EU (EV) packets, OR&lt;br /&gt;
* Accepts up to 2048EU packets (EV) and outputs 512EU (HV) packets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Machine Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Refined Iron|C3=Refined Iron&lt;br /&gt;
|Output=Machine&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|Output=Refined Iron|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines and the [[QuantumSuit Leggings|Quantum Leggings]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Advanced Alloy&lt;br /&gt;
|A2=Carbon Plate|B2=Machine|C2=Carbon Plate&lt;br /&gt;
|B3=Advanced Alloy&lt;br /&gt;
|Output=Advanced Machine&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines.&lt;br /&gt;
|-&lt;br /&gt;
![[Electronic Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|B1=Cable|C1=Cable&lt;br /&gt;
|A2=Redstone|B2=Refined Iron|C2=Redstone&lt;br /&gt;
|A3=Cable|B3=Cable|C3=Cable&lt;br /&gt;
|Output=Electronic Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for machines, smart items and the [[Advanced Circuit]].&lt;br /&gt;
|-&lt;br /&gt;
![[Advanced Circuit]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Glowstone Dust|C1=Redstone&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Electronic Circuit|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Redstone|B3=Glowstone Dust|C3=Redstone&lt;br /&gt;
|Output=Advanced Circuit&lt;br /&gt;
}}&lt;br /&gt;
|Base component for more advanced machines and smart items.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generators ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=RE Battery&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|B3=Iron Furnace&lt;br /&gt;
|Output=Generator&lt;br /&gt;
}}&lt;br /&gt;
|Simple generator which accepts [[Fuel Can (Filled)|fuel]] (43,200 EU for coal fuel, 16,200 EU for bio fuel), coal (4000 EU), [[Scrap|scrap]] (825 EU), wood (750 EU), planks (750 EU), wooden blocks (750 EU), sticks (250 EU), saplings (250 EU, 200 EU for rubber tree saplings), sugar cane (125 EU) and cactus (125 EU) and outputs 5 EU/t. If there is no destination for the current, it can store up to 4000 [[EU]]. It is also a base component for other generators.&lt;br /&gt;
|-&lt;br /&gt;
![[Geothermal Generator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Empty Cell|C1=Glass&lt;br /&gt;
|A2=Glass|B2=Empty Cell|C2=Glass&lt;br /&gt;
|A3=Refined Iron|B3=Generator|C3=Refined Iron&lt;br /&gt;
|Output=Geothermal Generator&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts lava buckets and [[Lava Cell|cells]] and outputs 10 EU/t for a total of 20,000 [[EU]] per lava bucket. If there is no destination for the current, it stores up to 480,000 [[EU]] (24 buckets or cells).&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Panel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Coal Dust|B1=Glass|C1=Coal Dust&lt;br /&gt;
|A2=Glass|B2=Coal Dust|C2=Glass&lt;br /&gt;
|A3=Electronic Circuit|B3=Generator|C3=Electronic Circuit&lt;br /&gt;
|Output=Solar Panel&lt;br /&gt;
}}&lt;br /&gt;
|Generator which, when exposed to sunlight through its top (glass and other non-full blocks like signs are an exception), outputs about 0.8-1.0 EU/t for a total of 13000-13500 EU per Minecraft day (05:30 to 18:35 in latest bukkit time).&lt;br /&gt;
&amp;#039;&amp;#039;Note: This recipe changed from using Cable to Electronic circuits in v.1.337&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Note2:can be differed from server or client&amp;#039;s status.&lt;br /&gt;
|-&lt;br /&gt;
![[Water Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stick|B1=Wooden Planks|C1=Stick&lt;br /&gt;
|A2=Wooden Planks|B2=Generator|C2=Wooden Planks&lt;br /&gt;
|A3=Stick|B3=Wooden Planks|C3=Stick&lt;br /&gt;
|Output=Water Mill|OA=2&lt;br /&gt;
}}&lt;br /&gt;
|Generator which accepts water buckets and adjacent water and outputs either 2 EU/t for a total of 1000 EU per water bucket, or 0.010 EU/t per adjacent water block for a maximum of 0.25 EU/t with a 3x3 cube of water with the water mill in the middle and cable on top.&lt;br /&gt;
|-&lt;br /&gt;
![[Wind Mill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|C1=Iron&lt;br /&gt;
|B2=Generator&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Windmill&lt;br /&gt;
}}&lt;br /&gt;
|Generator which outputs 0-3 EU/t for a total of an average of 250 EU/t multiplied by its height in the Minecraft world. The generation power can be hindered by any block in a 9x9x7 area around it, reducing the effective height by 1 for each block in said area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Reactor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nuclear Reactor]]&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;
|Complex generator whose output and total [[EU]] varies depending on the setup. Making reactor setups isn&amp;#039;t easy and can lead to violent nuclear explosions. See its [[Nuclear Reactor|article]] for more information on how to build proper reactor setups. Can be disabled (cooldown mode) by applying a Redstone current to the core or any of the chambers.&lt;br /&gt;
|-&lt;br /&gt;
![[Reactor Chamber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Integrated Heat Dispenser|C1=Advanced Alloy&lt;br /&gt;
|A2=Integrated Reactor Plating|B2=Machine|C2=Integrated Reactor Plating&lt;br /&gt;
|A3=Advanced Alloy|B3=Integrated Reactor Plating|C3=Advanced Alloy&lt;br /&gt;
|Output=Reactor Chamber&lt;br /&gt;
}}&lt;br /&gt;
|Can be attached to a [[Nuclear Reactor|reactor]] to increase its space by 1 column and its hull heat tolerance by 1000, also cooling the reactor at a rate of -2 heat per tick. Up to 6 chambers may be attached to a reactor, one on each side of it. Also used to craft a reactor.&lt;br /&gt;
|-&lt;br /&gt;
![[Refined Uranium]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Compressor&lt;br /&gt;
|Top=Uranium&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Refined Uranium&lt;br /&gt;
}}&lt;br /&gt;
|Refined form of the [[Uranium|uranium]] resource, used to craft a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Reactor Plating]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Copper&lt;br /&gt;
|A2=Copper|B2=Advanced Alloy|C2=Copper&lt;br /&gt;
|B3=Copper&lt;br /&gt;
|Output=Integrated Reactor Plating&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat evenly between neighboring [[Coolant Cell]]s or other plating. When there are no components cool enough, it stores up to 10,000 heat. It also increases the reactor hull&amp;#039;s heat tolerance by 100.&lt;br /&gt;
|-&lt;br /&gt;
![[Integrated Heat Dispenser]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Advanced Circuit|C1=Copper&lt;br /&gt;
|A2=Cooling Cell|B2=Integrated Reactor Plating|C2=Cooling Cell&lt;br /&gt;
|Output=Integrated Heat Dispenser&lt;br /&gt;
}}&lt;br /&gt;
|When placed in a reactor, redistributes heat from itself either to neighboring [[Coolant Cell]]s or to the reactor hull. Every reactor tick (second), it can add or subtract 6 heat from neighboring elements and dispense up to 25 heat to or from the reactor hull.&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Uranium Fuel Ingot&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
|Generates 1,000,000-5,000,000 [[EU]] at 5-25 EU/t (depending on efficiency, that is, cell adjacency), but generates excess heat which must be eliminated through cooling. When it decays, rarely turns into a [[Near-Depleted Uranium Cell]], which once recharged, turns into a fresh new cell.&lt;br /&gt;
|-&lt;br /&gt;
![[Near-Depleted Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Empty Cell|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Uranium Fuel Ingot|C2=Empty Cell&lt;br /&gt;
|A3=Empty Cell|B3=Empty Cell|C3=Empty Cell&lt;br /&gt;
|Output=Near-Depleted Uranium Cell|OA=8&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Rarely created when an [[Uranium Cell]] decays&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned into a rechargeable [[Depleted Isotope Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Depleted Isotope Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Near-Depleted Uranium Cell|B1=Coal Dust&lt;br /&gt;
|Output=Depleted Isotope Cell&lt;br /&gt;
}}&lt;br /&gt;
|When surrounded by one or more [[Uranium Cell]]s, will make the cell pulse an additional time. This pulse generates heat, but not EU, and recharges the cell. Recharging is much faster when done on a reactor running very hot (up to 9000 heat).&lt;br /&gt;
|-&lt;br /&gt;
![[Re-Enriched Uranium Cell]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Re-Enriched Uranium Cell&lt;br /&gt;
|B1=Coal Dust&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;Created once a [[Depleted Isotope Cell]] charges&amp;lt;/center&amp;gt;&lt;br /&gt;
|Can be turned back into a [[Uranium Cell]].&lt;br /&gt;
|-&lt;br /&gt;
![[Coolant Cell]]&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Type=Extractor&lt;br /&gt;
|Top=Water Cell&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Cooling Cell&lt;br /&gt;
}}&lt;br /&gt;
|Absorbs up to 10,000 heat from [[Uranium Cell|uranium cells]] and other elements, while cooling itself down for 1 heat per reactor tick (second).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Processors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|B1=Iron|C1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Iron|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron&lt;br /&gt;
|A2=Iron|C2=Iron&lt;br /&gt;
|A3=Iron|B3=Furnace|C3=Iron&lt;br /&gt;
|Output=Iron Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Normal furnace which is faster (and thus uses less fuel) than a normal furnace, which can also burn [[Fuel Can (Filled)|fuel]]. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Electro Furnace|Electric Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|A2=Redstone|B2=Iron Furnace|C2=Redstone&lt;br /&gt;
|Output=Electro Furnace&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered furnace which is faster than an iron furnace. Takes 313 [[EU]] per operation (at least 3 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Macerator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=Cobblestone|B2=Machine|C2=Cobblestone&lt;br /&gt;
|B3=Electronic Circuit&lt;br /&gt;
|Output=Macerator&lt;br /&gt;
}}&lt;br /&gt;
|Turns ore into [[Dusts]] and some other things - look for more recipes on [[Macerator|this]] page. Takes 625 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Extractor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Treetap|B1=Machine|C1=Treetap&lt;br /&gt;
|A2=Treetap|B2=Electronic Circuit|C2=Treetap&lt;br /&gt;
|Output=Extractor&lt;br /&gt;
}}&lt;br /&gt;
|Extracts resin into 3 rubber (triple the efficiency) and turns simple fuel cells into liquid fuel ones and some other things - look for more recipes on [[Extractor|this]] page. Takes 313 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Compressor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Stone|C1=Stone&lt;br /&gt;
|A2=Stone|B2=Machine|C2=Stone&lt;br /&gt;
|A3=Stone|B3=Electronic Circuit|C3=Stone&lt;br /&gt;
|Output=Compressor&lt;br /&gt;
}}&lt;br /&gt;
|Compresses [[Mixed Metal Ingot]]s into [[Advanced Alloy]] and [[Plantball]]s into [[Compressed Plants]] and some other things - look for more recipes on [[Compressor|this]] page. Takes 625 EU per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Recycler]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Compressor|C2=Dirt&lt;br /&gt;
|A3=Refined Iron|B3=Dirt|C3=Refined Iron&lt;br /&gt;
|Output=Recycler&lt;br /&gt;
}}&lt;br /&gt;
|Has a random chance of turning anything inserted into it to [[Scrap]]. Takes 35 [[EU]] per operation (at least 2 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Canning Machine]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Tin|B1=Electronic Circuit|C1=Tin&lt;br /&gt;
|A2=Tin|B2=Machine|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Tin|C3=Tin&lt;br /&gt;
|Output=Canning Machine&lt;br /&gt;
}}&lt;br /&gt;
|Turns food (top slot) and tin cans (bottom slot) into several canned food (see the [[Food List]]). Canned food instantly heals you 1 heart per unit. It is also used to fill [[Fuel Can (Empty)|fuel cans]] using [[Biofuel Cell]]s and [[Coalfuel Cell]]s, and refuel [[Jetpack]]s using those cells. Takes (unknown) EU per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Induction Furnace]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Copper|C1=Copper&lt;br /&gt;
|A2=Copper|B2=Electro Furnace|C2=Copper&lt;br /&gt;
|A3=Copper|B3=Advanced Machine|C3=Copper&lt;br /&gt;
|Output=Induction Furnace&lt;br /&gt;
}}&lt;br /&gt;
|Special two-input two-output furnace which increases its smelting speed as it heats up through smelting. When it&amp;#039;s not smelting anything, it will quickly lose heat, but the furnace can be applied a Redstone current to keep itself heated for 1 EU/t. Takes 6000 (0% heat) to 208 (100% heat) EU per operation (at least 16 EU/t needed for continuous usage), up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mass Fabricator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Circuit|C1=Glowstone Dust&lt;br /&gt;
|A2=Advanced Machine|B2=Lapotron Crystal|C2=Advanced Machine&lt;br /&gt;
|A3=Glowstone Dust|B3=Advanced Circuit|C3=Glowstone Dust&lt;br /&gt;
|Output=Mass Fabricator&lt;br /&gt;
}}&lt;br /&gt;
|Generates [[Matter]] for a vast amount of energy, but said amount can be reduced and the generation speed increased by feeding [[Scrap]] to the bottom slot. Takes 1,000,000 EU per operation (without any scrap), up to high [[EU|voltage]] (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Luminator]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined_Iron|B1=Insulated Copper Cable|C1=Refined_Iron&lt;br /&gt;
|A2=Glass|B2=Tin_Cable|C2=Glass&lt;br /&gt;
|A3=Glass|B3=Glass|C3=Glass&lt;br /&gt;
|Output=Luminator|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Produces light when powered.&lt;br /&gt;
|-&lt;br /&gt;
![[Personal Safe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Machine&lt;br /&gt;
|B3=Chest&lt;br /&gt;
|Output=Personal Safe&lt;br /&gt;
}}&lt;br /&gt;
|Chest which can only be opened by you once you right-click it for the first time. It also has the space of a double chest. Useful for SMP. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Trade-O-Mat]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Chest|B2=Machine|C2=Chest&lt;br /&gt;
|Output=Trade-O-Mat&lt;br /&gt;
}}&lt;br /&gt;
|Allows a certain item to be traded by another, giving or taking from an adjacent chest or [[Personal Safe]]. Useful for SMP. See its [[Trade-O-Mat|article]] for a full guide on how to set one up. Does not require energy.&lt;br /&gt;
|-&lt;br /&gt;
![[Magnetizer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Iron Fence|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Machine|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Iron Fence|C3=Redstone&lt;br /&gt;
|Output=Magnetizer&lt;br /&gt;
}}&lt;br /&gt;
|Turns [[Iron Fence]]s stacked vertically (up and/or down) into a faster alternative to ladders. When a player wearing metal boots (iron, gold, [[Bronze Boots|bronze]], [[Nano-Boots|nano]] or [[QuantumSuit Boots|quantum]]) approaches the fences, said player is quickly propelled upwards while the Magnetizer uses energy. Takes 2 EU/t while a player is being propelled, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Electrolyzer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cable|C1=Cable&lt;br /&gt;
|A2=Cable|B2=Electronic Circuit|C2=Cable&lt;br /&gt;
|A3=Empty Cell|B3=Machine|C3=Empty Cell&lt;br /&gt;
|Output=Electrolyzer&lt;br /&gt;
}}&lt;br /&gt;
|When placed adjacent to a [[MFE Unit]] or [[MFS Unit]] and filled with [[Water Cell]]s, once the [[EU]] storage is full, starts turning the cells into [[Electrolyzed Water Cells]], but once it&amp;#039;s empty, starts using up the electrolyzed cells to supply power. Both operations run at 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Tesla Coil]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=MV Transformer|C2=Redstone&lt;br /&gt;
|A3=Refined Iron|B3=Electronic Circuit|C3=Refined Iron&lt;br /&gt;
|Output=Tesla Coil&lt;br /&gt;
}}&lt;br /&gt;
|When charged and applied a Redstone current, it starts finding NPCs and players at a range of 4 blocks at the cost of 2 EU/t. If a NPC/player is found, it will apply 10 hearts of damage to it and discharge. Useful for placing monster traps outside your base. Takes 5000 [[EU]] to charge, up to medium [[EU|voltage]] (128 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Teleporter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=FreqTrans|C1=Glowstone Dust&lt;br /&gt;
|A2=Cable|B2=Advanced Machine|C2=Cable&lt;br /&gt;
|A3=Glowstone Dust|B3=Diamond|C3=Glowstone Dust&lt;br /&gt;
|Output=Teleporter&lt;br /&gt;
}}&lt;br /&gt;
|Teleports a player to another [[Teleporter]] defined by a [[FreqTrans]] once it is applied Redstone current. Takes a variable amount of EU depending on the distance, kind of creature (human/monster/animal), inventory and worn armor (from Distance*100 for an animal to Distance*3100 for a player with a full inventory of stacks of 64 and all armor pieces worn), up to high [[EU|voltage]] (512 EU/t). Please note that a teleporter does not accept cables as energy inputs - only EU storage blocks ([[MFS Unit]] recommended) adjacent to it.&lt;br /&gt;
|-&lt;br /&gt;
![[Industrial TNT]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Flint|B1=Flint|C1=Flint&lt;br /&gt;
|A2=TNT|B2=TNT|C2=TNT&lt;br /&gt;
|A3=Flint|B3=Flint|C3=Flint&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|A2=Glowstone Dust|B2=Electronic Circuit|C2=Glowstone Dust&lt;br /&gt;
|A3=TNT|B3=TNT|C3=TNT&lt;br /&gt;
|Output=Industrial TNT|OA=4&lt;br /&gt;
}}&lt;br /&gt;
|Much like [[TNT]], but with less power so as not to destroy ores or deal as much damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=String&lt;br /&gt;
|A2=Industrial TNT&lt;br /&gt;
|Output=Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Smaller version of [[Industrial TNT]] which can be thrown or placed.&lt;br /&gt;
|-&lt;br /&gt;
![[Sticky Dynamite]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Dynamite|B1=Dynamite|C1=Dynamite&lt;br /&gt;
|A2=Dynamite|B2=Sticky Resin|C2=Dynamite&lt;br /&gt;
|A3=Dynamite|B3=Dynamite|C3=Dynamite&lt;br /&gt;
|Output=Sticky Dynamite|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Dynamite that will stick to a wall when thrown.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Trampoline]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1= |B1= |C1=&lt;br /&gt;
|A2=Rubber |B2=Rubber |C2=Rubber&lt;br /&gt;
|A3=Rubber |B3=Rubber |C3=Rubber&lt;br /&gt;
|Output=Rubber Trampoline|OA=3&lt;br /&gt;
}}&lt;br /&gt;
|Jumping off of a height onto this rubberized sheet will cause you to bounce back up, effectively negating fall damage.  The rubber trampoline must be connected on at least 2 sides to blocks on the same level as it, and must have a gap underneath, similar to a real trampoline. &lt;br /&gt;
|-&lt;br /&gt;
![[Iron Fence]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|Output=Iron Fence|OA=12&lt;br /&gt;
}}&lt;br /&gt;
|Iron Fences can serve as a normal fence. Iron Fences can be stacked on top of one another, and if a player approaches the resulting pole while holding the Crouch button, he will quickly slide down the pole, much faster than down a ladder, but still not fast enough to receive fall damage upon touching the ground. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Miner ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Miner]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Electronic Circuit|B1=Machine|C1=Electronic Circuit&lt;br /&gt;
|B2=Mining Pipe&lt;br /&gt;
|B3=Mining Pipe&lt;br /&gt;
|Output=Miner&lt;br /&gt;
}}&lt;br /&gt;
|Mines vertically by laying down [[Mining Pipe]]s placed in the top-center slot, using the [[Mining Drill]] or [[Diamond Drill]] (faster but consumes more energy) in the top-left slot and scanning for ores using the [[OD Scanner]] (5x5 area) or [[OV Scanner]] (9x9 area) in the top-right slot, either throwing anything out or placing in an adjacent chest. Any kind of block may be placed in the pipe slot too, causing the pipes to be retracted and refunded. Takes a variable amount of EU per operation based on the scanner and drill (460 EU for Mining Drill or 890 EU for Diamond Drill + 70 EU for OD Scanner or 180 EU for OV Scanner), up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Pump]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Electronic Circuit|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Machine|C2=Empty Cell&lt;br /&gt;
|A3=Mining Pipe|B3=Treetap|C3=Mining Pipe&lt;br /&gt;
|Output=Pump&lt;br /&gt;
}}&lt;br /&gt;
|When placed next to a miner and filled with empty [[Empty Cell|cells]], fills the cells with any liquid the miner comes across. When alone, fills an empty [[Empty Cell|cell]] with a liquid one block directly below the pump. Takes 200 [[EU]] per operation, up to low [[EU|voltage]] (32 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Pipe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=Treetap|C3=Refined Iron&lt;br /&gt;
|Output=Mining Pipe|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|Placed in the miner&amp;#039;s top-center slot.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terraformer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Tfbp|C1=Glowstone Dust&lt;br /&gt;
|A2=Dirt|B2=Advanced Machine|C2=Dirt&lt;br /&gt;
|A3=Glowstone Dust|B3=Dirt|C3=Glowstone Dust&lt;br /&gt;
|Output=Terraformer&lt;br /&gt;
}}&lt;br /&gt;
|Alters (terraforms) nearby landscape following a [[Terraformer Blueprint]] inserted in it (by right-clicking the machine with the blueprint). Takes a variable amount of EU/t (based on the blueprint being used), up to high voltage (512 EU/t).&lt;br /&gt;
|-&lt;br /&gt;
![[Terraformer Blueprint|Empty Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Electronic Circuit&lt;br /&gt;
|B2=Advanced Circuit&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Tfbp&lt;br /&gt;
}}&lt;br /&gt;
|Empty Terraformer blueprint used to craft functional ones.&lt;br /&gt;
|-&lt;br /&gt;
![[Chilling|Chilling Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Snowball&lt;br /&gt;
|A2=Snowball|B2=Tfbp|C2=Snowball&lt;br /&gt;
|B3=Snowball&lt;br /&gt;
|Output=Chilling&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Snow biome by placing snow (and later snow blocks) on top of blocks and freezing water. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Compression|Compression Blueprint]]&lt;br /&gt;
(coming soon)&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Stone|C1=Cobblestone&lt;br /&gt;
|A2=Stone|B2=Tfbp|C2=Stone&lt;br /&gt;
|A3=Cobblestone|B3=Stone|C3=Cobblestone&lt;br /&gt;
|Output=Compression&lt;br /&gt;
}}&lt;br /&gt;
|Removes dirt and sand, crushing some of it into cobblestone and sandstone and then crushing cobblestone into stone. Takes 10 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Cultivation|Cultivation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Seeds&lt;br /&gt;
|A2=Seeds|B2=Tfbp|C2=Seeds&lt;br /&gt;
|B3=Seeds&lt;br /&gt;
|Output=Cultivation&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Plains biome by replacing sand with dirt, growing grass on top of dirt and randomly adding plantlife. Takes 20 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Desertification|Desertification Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Sand&lt;br /&gt;
|A2=Sand|B2=Tfbp|C2=Sand&lt;br /&gt;
|B3=Sand&lt;br /&gt;
|Output=Desertification&lt;br /&gt;
}}&lt;br /&gt;
|Simulates a Desert biome by replacing dirt with sand, destroying plants, melting ice/snow and causing forest fires. Takes 4 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Flatificator|Flatificator Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Dirt&lt;br /&gt;
|A2=Dirt|B2=Tfbp|C2=Dirt&lt;br /&gt;
|B3=Dirt&lt;br /&gt;
|Output=Flatificator&lt;br /&gt;
}}&lt;br /&gt;
|Removes all natural blocks (except stone) above the Terraformer and fills land below the Terraformer with dirt. Takes 40 EU/t.&lt;br /&gt;
|-&lt;br /&gt;
![[Irrigation|Irrigation Blueprint]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Water Bucket&lt;br /&gt;
|A2=Water Bucket|B2=Tfbp|C2=Water Bucket&lt;br /&gt;
|B3=Water Bucket&lt;br /&gt;
|Output=Irrigation&lt;br /&gt;
}}&lt;br /&gt;
|Replaces sand with dirt, grows grass on top of dirt, causes plants to grow faster, lets sugar cane grow past 3 blocks and rarely spawns water below the Terraformer. Takes 8 EU/t.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
Place one or more upgrades into the four right-most slots of a machine to upgrade said machine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Overclocker upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cooling Cell|B1=Cooling Cell|C1=Cooling Cell&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=Overclocker upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to speed up machines at the cost of higher energy consumption.  Each upgrade reduces the operating time to 70% of the previous value and increases energy consumption by 60%.  The effect is multiplicative.&lt;br /&gt;
|-&lt;br /&gt;
![[Transformer upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glass|B1=Glass|C1=Glass&lt;br /&gt;
|A2=2xIns. Gold Cable|B2=MV Transformer|C2=2xIns. Gold Cable&lt;br /&gt;
|A3=Glass|B3=Electronic Circuit|C3=Glass&lt;br /&gt;
|Output=Transformer upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s power input rate or tier.  One upgrade enables a tier 1 machine to receive 128EU/t. Two upgrades enables it to receive 512EU/t and three for More than 512 EU.&lt;br /&gt;
|-&lt;br /&gt;
![[Energy storage upgrade]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks|B1=Wooden Planks|C1=Wooden Planks&lt;br /&gt;
|A2=Insulated Copper Cable|B2=RE Battery|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Wooden Planks|B3=Electronic Circuit|C3=Wooden Planks&lt;br /&gt;
|Output=Energy storage upgrade&lt;br /&gt;
}}&lt;br /&gt;
|Used to upgrade a machine&amp;#039;s internal power storage.  Each upgrade increases the storage capacity by 10,000 EU.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Helmet&lt;br /&gt;
}}&lt;br /&gt;
|Helmet with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Chestplate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|B3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Chestplate&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Leggings&lt;br /&gt;
}}&lt;br /&gt;
|Leggings with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Bronze|C2=Bronze&lt;br /&gt;
|A3=Bronze|C3=Bronze&lt;br /&gt;
|Output=Bronze Boots&lt;br /&gt;
}}&lt;br /&gt;
|Boots with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=135px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Helmet|Nano Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Glass|C2=Carbon Plate&lt;br /&gt;
|Output=Nano-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Bodyarmor|Nano Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|B2=Energy Crystal (Charged)|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Leggings|Nano Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Nano-Boots|Nano Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A2=Carbon Plate|C2=Carbon Plate&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal (Charged)|C3=Carbon Plate&lt;br /&gt;
|Output=Nano-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb part of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Iridium Plate]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Ore|B1=Advanced Alloy|C1=Iridium Ore&lt;br /&gt;
|A2=Advanced Alloy|B2=Diamond|C2=Advanced Alloy&lt;br /&gt;
|A3=Iridium Ore|B3=Advanced Alloy|C3=Iridium Ore&lt;br /&gt;
|Output=Iridium Plate&lt;br /&gt;
}}&lt;br /&gt;
|Material used to craft QuantumSuit armor&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Helmet|Quantum Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Nano-Helmet|C1=&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Advanced Circuit|B3=Reinforced Glass|C3=Advanced Circuit&lt;br /&gt;
|Output=Quantum-Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which lets you breathe underwater, replenishes your hunger and cures poison while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Bodyarmor|Quantum Body Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Nano-Bodyarmor|C1=Advanced Alloy&lt;br /&gt;
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate&lt;br /&gt;
|A3=Iridium Plate|B3=Advanced Alloy|C3=Iridium Plate&lt;br /&gt;
|Output=Quantum-Bodyarmor&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based chestplate which absorbs all of your damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Leggings|Quantum Leggings]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Machine|B1=Lapotron Crystal|C1=Machine&lt;br /&gt;
|A2=Iridium Plate|B2=Nano-Leggings|C2=Iridium Plate&lt;br /&gt;
|A3=Glowstone Dust|B3=|C3=Glowstone Dust&lt;br /&gt;
|Output=Quantum-Leggings&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based leggings which let you sprint more than 3 times faster, and while sprinting, jump higher.&lt;br /&gt;
|-&lt;br /&gt;
![[QuantumSuit Boots|Quantum Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iridium Plate|B1=Nano-Boots|C1=Iridium Plate&lt;br /&gt;
|A2=Rubber Boots|B2=Lapotron Crystal|C2=Rubber Boots&lt;br /&gt;
|A3=|B3=|C3=|Output=Quantum-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which absorb all of your fall damage while charged.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[BatPack|Bat-Pack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)|B1=Electronic_Circuit|C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)|C3=RE Battery (Charged)&lt;br /&gt;
|Output=Bat-Pack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which powers your electric tools using its energy of up to 60000 [[EU]] while you are wearing it.&lt;br /&gt;
|-&lt;br /&gt;
![[LapPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli Block|B1=Advanced Circuit |C1=Lapis Lazuli Block&lt;br /&gt;
|A2=Lapis Lazuli Block|B2=Bat-Pack|C2=Lapis Lazuli Block&lt;br /&gt;
|A3=Lapis Lazuli Block|C3=Lapis Lazuli Block&lt;br /&gt;
|Output=LapPack&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded version of the [[Batpack]] which can hold 300,000 [[EU]]&lt;br /&gt;
|-&lt;br /&gt;
![[Composite Armor Vest|Composite Armor]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|C1=Advanced Alloy&lt;br /&gt;
|A2=Advanced Alloy|B2=Iron Chestplate|C2=Advanced Alloy&lt;br /&gt;
|A3=Advanced Alloy|B3=Leather_Tunic|C3=Advanced Alloy&lt;br /&gt;
|Output=Composite Armor Vest&lt;br /&gt;
}}&lt;br /&gt;
|Super-durable chestplate, more than 3 times the durability of a diamond chestplate.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Advanced Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=BatBox|C2=Refined Iron&lt;br /&gt;
|A3=Glowstone Dust|C3=Glowstone Dust&lt;br /&gt;
|Output=Electric Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-powered jetpack worn as a chestplate. It has a limited maximum flying height and a smaller operational time, unlike the normal fuel-powered [[Jetpack]].&lt;br /&gt;
|-&lt;br /&gt;
![[Jetpack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Electronic Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Fuel Can (Empty)|C2=Refined Iron&lt;br /&gt;
|A3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Jetpack&lt;br /&gt;
}}&lt;br /&gt;
|[[Fuel]]-powered tool that allows the player to fly while worn as a chestplate.  It last for 90 seconds when fully charged.&lt;br /&gt;
|-&lt;br /&gt;
![[CFPack]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=CF_Sprayer|B1=Electronic_Circuit|C1=CF_Sprayer&lt;br /&gt;
|A2=Fuel_Can_(Empty)|B2=Tin|C2=Fuel_Can_(Empty)&lt;br /&gt;
|A3=Fuel_Can_(Empty)|B3=|C3=Fuel_Can_(Empty)&lt;br /&gt;
|Output=CFPack&lt;br /&gt;
|Output link=CFPack&lt;br /&gt;
}}&lt;br /&gt;
|Chestplate which stores additional CF Pellets to automatically reload a CF Sprayer.&lt;br /&gt;
|-&lt;br /&gt;
![[Rubber Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Rubber|C1=Rubber&lt;br /&gt;
|A2=Rubber|C2=Rubber&lt;br /&gt;
|A3=Rubber|B3=Wool|C3=Rubber&lt;br /&gt;
|Output=Rubber Boots&lt;br /&gt;
|-&lt;br /&gt;
}}&lt;br /&gt;
|Boots which reduce your fall damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Static Boots|Static Boots]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Wool&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Static-Boots&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based boots which charge the electric chestplate you&amp;#039;re wearing.&lt;br /&gt;
|-&lt;br /&gt;
![[Solar Helmet|Solar Helmet]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|A2=Iron|B1=Iron|C1=Iron|C2=Iron&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Iron Helmet&lt;br /&gt;
|B2=Solar_Panel&lt;br /&gt;
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable&lt;br /&gt;
|Output=Solar Helmet&lt;br /&gt;
}}&lt;br /&gt;
|[[EU|Energy]]-based helmet which charges the electric chestplate you&amp;#039;re wearing from sunlight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Material ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Pickaxe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Pickaxe&lt;br /&gt;
}}&lt;br /&gt;
|Pickaxe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Shovel]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Shovel&lt;br /&gt;
}}&lt;br /&gt;
|Shovel with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Axe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick|C2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Axe&lt;br /&gt;
}}&lt;br /&gt;
|Axe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Sword]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze&lt;br /&gt;
|B2=Bronze&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Sword&lt;br /&gt;
}}&lt;br /&gt;
|Sword with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Bronze|C1=Bronze&lt;br /&gt;
|B2=Stick&lt;br /&gt;
|B3=Stick&lt;br /&gt;
|Output=Bronze Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe with 30% more durability than iron.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wooden Planks&lt;br /&gt;
|A2=Wooden Planks|B2=Wooden Planks|C2=Wooden Planks&lt;br /&gt;
|A3=Wooden Planks&lt;br /&gt;
|Output=Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Extracts [[Sticky Resin]] from [[Rubber Wood|rubber wood]] with resin holes in them upon right-clicking the wood.&lt;br /&gt;
|-&lt;br /&gt;
![[Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Bronze|C1=Bronze&lt;br /&gt;
|A2=Bronze|B2=Bronze|C2=Bronze&lt;br /&gt;
|B3=Bronze&lt;br /&gt;
|Output=Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Removes machine with right click (there is a small chance that a machine will be gutted and drop only machine block or generator).&lt;br /&gt;
|-&lt;br /&gt;
![[Cutter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|B2=Refined Iron&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Cutter&lt;br /&gt;
}}&lt;br /&gt;
|When left-clicked on a cable, removes one layer of insulation, dropping the [[Rubber|rubber]]. When right-clicked on a cable, adds one layer of insulation, using rubber from your inventory.&lt;br /&gt;
|-&lt;br /&gt;
![[Painter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Wool|C1=Wool&lt;br /&gt;
|B2=Iron|C2=Wool&lt;br /&gt;
|A3=Iron&lt;br /&gt;
|Output=Painter&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Painter|B1=Red Dye&lt;br /&gt;
|Output=Painter (Red)&lt;br /&gt;
}}&lt;br /&gt;
|When dyed and left-clicked on a cable, paints the cable. Painted cables only connect with unpainted cables or painted cables of the same color. It cannot paint uninsulated cable, except for [[Glass Fibre Cable]]. Each dye lasts 16 uses.&lt;br /&gt;
|-&lt;br /&gt;
![[EC-Meter]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=Insulated Copper Cable|C3=Insulated Copper Cable&lt;br /&gt;
|Output=EC-Meter&lt;br /&gt;
|Output-image=Grid_EC_Manipulator.png&lt;br /&gt;
}}&lt;br /&gt;
|Detects how many EU are passing through a cable upon right-clicking on one.&lt;br /&gt;
|-&lt;br /&gt;
![[Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Wooden Planks |B1=Wooden Planks |C1=Wooden Planks&lt;br /&gt;
|A2=|B2=Stick |C2=&lt;br /&gt;
|A3=Stick  |B3=|C3=Stick&lt;br /&gt;
|Output=Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|Easy to place, easy to demolish platforms that also work like ladders. Try with [[Construction Foam]]. and, there is also a small furnace exploit, do your math, and to the dev team, make scaffolds only burn for .5 of an item, not 1.5&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Scaffold]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron |B1=Refined Iron |C1=Refined Iron&lt;br /&gt;
|A2=|B2=Iron Fence|C2=&lt;br /&gt;
|A3=Iron Fence |B3=|C3=Iron Fence &lt;br /&gt;
|Output=Iron Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
|A sturdier version of the wooden scaffolding.&lt;br /&gt;
|-&lt;br /&gt;
![[CF Sprayer]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Cobblestone&lt;br /&gt;
|A2=Cobblestone|B2=Stick&lt;br /&gt;
|C3=Cobblestone&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet&lt;br /&gt;
|B2=CF Sprayer&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet|B1=CF Pellet|C1=CF Pellet&lt;br /&gt;
|A2=CF Pellet|B2=CF Sprayer|C2=CF Pellet&lt;br /&gt;
|A3=CF Pellet|B3=CF Pellet|C3=CF Pellet&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
|Sprays [[Construction Foam]]. It can be recharged in a crafting table using [[CF Pellet|CF pellets]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electric === &lt;br /&gt;
&lt;br /&gt;
Electric tools use energy instead of durability. They need recharging when they run out of energy, but they never wear out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=120px|Name&lt;br /&gt;
!width=256px|Recipe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=Refined Iron|B3=RE Battery|C3=Refined Iron&lt;br /&gt;
|Output=Mining Drill&lt;br /&gt;
}}&lt;br /&gt;
|Electric pickaxe + shovel which is faster than a pickaxe and shovel. &lt;br /&gt;
|-&lt;br /&gt;
![[Diamond Drill]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Diamond&lt;br /&gt;
|A2=Diamond|B2=Mining Drill|C2=Diamond&lt;br /&gt;
|Output=Diamond Drill&lt;br /&gt;
}}&lt;br /&gt;
|Upgraded [[Mining Drill|mining drill]] which is faster and can break obsidian at a faster speed. &lt;br /&gt;
|-&lt;br /&gt;
![[Chainsaw]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Refined Iron|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron&lt;br /&gt;
|A3=RE Battery|B3=Refined Iron&lt;br /&gt;
&lt;br /&gt;
|Output=Chainsaw (Uncharged)&lt;br /&gt;
|Output-image=Grid_Chainsaw.png&lt;br /&gt;
}}&lt;br /&gt;
|More efficiant electric axe with the plus of being an effective MOB stopper.&lt;br /&gt;
|! since 1.70 the Chainsaw now also works as shears. Just right-click on a sheep. Sames goes with grass or anything else you could shear, with normal shears.... Cheers&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Wrench]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Wrench&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Wrench&lt;br /&gt;
}}&lt;br /&gt;
|Like a [[Wrench]], right-clicking on a machine with an electric wrench removes it. &lt;br /&gt;
|Protip: Post 1.46v Electric wrenches toggle ability has a 100% chance to remove the machine. Tool is toggled by holding the &amp;quot;M&amp;quot; key and right clicking. &lt;br /&gt;
|-&lt;br /&gt;
![[Nano Saber]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Alloy&lt;br /&gt;
|A2=Glowstone Dust|B2=Advanced Alloy&lt;br /&gt;
|A3=Carbon Plate|B3=Energy Crystal|C3=Carbon Plate&lt;br /&gt;
|Output=Nano Saber&lt;br /&gt;
}}&lt;br /&gt;
|Sword that deals massive damage when charged.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Treetap]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|C1=Treetap&lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE Battery&lt;br /&gt;
|Output=Electric Treetap&lt;br /&gt;
}}&lt;br /&gt;
|Treetap which uses EU&lt;br /&gt;
|-&lt;br /&gt;
![[Mining Laser]]&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;
|B3=Advanced Alloy|C3=Advanced Alloy&lt;br /&gt;
|Output=Mining Laser&lt;br /&gt;
}}&lt;br /&gt;
|Multipurpose laser which instantly breaks blocks.&lt;br /&gt;
|-&lt;br /&gt;
![[Electric Hoe]]&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Refined Iron|C1=&lt;br /&gt;
|A2=|B2=Electronic Circuit|C2=&lt;br /&gt;
|A3=|B3=RE Battery|C3=&lt;br /&gt;
|Output=Electric Hoe&lt;br /&gt;
}}&lt;br /&gt;
|Hoe which uses EU&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
To be completed. --[[User:RichardG|RichardG]]&amp;lt;sup&amp;gt;[[Special:Contributions/RichardG|c]]|[[Talk:RichardG|t]]&amp;lt;/sup&amp;gt; 13:39, 2 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Electric_Wrench&amp;diff=10785</id>
		<title>Electric Wrench</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Electric_Wrench&amp;diff=10785"/>
		<updated>2012-05-06T08:40:26Z</updated>

		<summary type="html">&lt;p&gt;Two: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC²}}&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;Electric Wrench&amp;#039;&amp;#039; works the same as the Bronze Wrench, but instead of taking wear and tear with use, it uses electricity. Thus, it will never wear out, like [[Mining Drill]]s. It can be charged in BatBoxes and other storage devices, as well as by batteries.&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Electric Wrench&amp;#039;&amp;#039; modes ==&lt;br /&gt;
Switch through modes by pressing M and right-click.&lt;br /&gt;
&lt;br /&gt;
;Mode 1 (default)&lt;br /&gt;
: low power usage, chance to break machines as using a bronze wrench.&lt;br /&gt;
;Mode 2&lt;br /&gt;
: high power usage, 0% chance to break machines.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|C1=Wrench &lt;br /&gt;
|B2=Electronic Circuit&lt;br /&gt;
|A3=RE_Battery&lt;br /&gt;
|Output=Electric Wrench&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10756</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10756"/>
		<updated>2012-05-04T08:52:03Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Main components */ formatting&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.&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 duo 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 to a Reactor Chamber will not shut down the reactor, the only way to stop a reactor from working with 6 chambers attached is to place a Redstone torch directly below the bottom chamber, which will transmit the signal through the bottom chamber to the reactor block.&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;
&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.&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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10755</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10755"/>
		<updated>2012-05-04T08:51:18Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Main components */ Explained how cables and redstone signals work in conjunction with Reactor Chambers&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.&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 duo 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 to a Reactor Chamber will not shut down the reactor, the only way to stop a reactor from working with 6 chambers attached is to place a Redstone torch directly below the bottom chamber, which will transmit the signal through the bottom chamber to the reactor block.&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;
&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.&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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10747</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10747"/>
		<updated>2012-05-03T09:56:33Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Stable reactors */&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.&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 duo 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;
==== 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;
&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.&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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10746</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10746"/>
		<updated>2012-05-03T09:55:23Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Stable reactors */  Typo use -&amp;gt; using&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.&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 duo 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;
==== 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;
&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 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.&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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10745</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10745"/>
		<updated>2012-05-03T09:48:40Z</updated>

		<summary type="html">&lt;p&gt;Two: &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.&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 duo 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;
==== 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;
&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 use 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 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.&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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10739</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10739"/>
		<updated>2012-05-02T16:05:29Z</updated>

		<summary type="html">&lt;p&gt;Two: /* One time items */ Clarified that the reactor uses up many ice blocks and only a single one per tick&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.&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 duo 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;
==== 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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10738</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10738"/>
		<updated>2012-05-02T16:03:11Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Reactor Components */ Removed the hint that cooling components can melt. It&amp;#039;s explained at the components&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.&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 duo 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;
==== 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 1 ice block per tick, reducing the heat instantly by 300 points. 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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10737</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10737"/>
		<updated>2012-05-02T16:00:12Z</updated>

		<summary type="html">&lt;p&gt;Two: /* One time items */ Clarified that the ice block limit is per tick&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.&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 duo 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. Cooling components will melt if they are exposed to too much heat.&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;
==== 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 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 1 ice block per tick, reducing the heat instantly by 300 points. 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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10736</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10736"/>
		<updated>2012-05-02T15:55:27Z</updated>

		<summary type="html">&lt;p&gt;Two: /* One time items */ Added images to the components&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.&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 duo 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. Cooling components will melt if they are exposed to too much heat.&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;
==== 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 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 1 ice block per tick, reducing the heat instantly by 300 points. Note that only one ice block per reactor slot is used up per tick, therefore the total amount of heat that can be reduced 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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10735</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10735"/>
		<updated>2012-05-02T15:51:58Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Uranium components */ Added images to the components&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.&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 duo 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. Cooling components will melt if they are exposed to too much heat.&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;
==== 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 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;
;[[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 1 ice block per tick, reducing the heat instantly by 300 points. Note that only one ice block per reactor slot is used up per tick, therefore the total amount of heat that can be reduced 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;
;[[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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10734</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10734"/>
		<updated>2012-05-02T15:50:02Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Cooling components */  Added images of the components&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.&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 duo 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. Cooling components will melt if they are exposed to too much heat.&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;
==== Uranium components ====&lt;br /&gt;
;[[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;
;[[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;
;[[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;
;[[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 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;
;[[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 1 ice block per tick, reducing the heat instantly by 300 points. Note that only one ice block per reactor slot is used up per tick, therefore the total amount of heat that can be reduced 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;
;[[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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10733</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10733"/>
		<updated>2012-05-02T15:46:51Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Main components */&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.&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 duo 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. Cooling components will melt if they are exposed to too much heat.&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;
==== Uranium components ====&lt;br /&gt;
;[[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;
;[[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;
;[[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;
;[[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;
;[[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;
;[[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 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;
;[[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;
;[[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 1 ice block per tick, reducing the heat instantly by 300 points. Note that only one ice block per reactor slot is used up per tick, therefore the total amount of heat that can be reduced 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;
;[[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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10732</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10732"/>
		<updated>2012-05-02T15:39:53Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Reactor Terms */  Added the term &amp;quot;violent explosion&amp;quot;&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.&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 duo 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. Cooling components will melt if they are exposed to too much heat.&lt;br /&gt;
&lt;br /&gt;
==== Main components ====&lt;br /&gt;
;[[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;
==== Uranium components ====&lt;br /&gt;
;[[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;
;[[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;
;[[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;
;[[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;
;[[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;
;[[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 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;
;[[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;
;[[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 1 ice block per tick, reducing the heat instantly by 300 points. Note that only one ice block per reactor slot is used up per tick, therefore the total amount of heat that can be reduced 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;
;[[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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10731</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10731"/>
		<updated>2012-05-02T15:28:08Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Reactor Components */ Clarified component functionality&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. (&amp;#039;&amp;#039;&amp;#039;Boom!&amp;#039;&amp;#039;&amp;#039;)&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.&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.&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;
&lt;br /&gt;
=== Reactor Components ===&lt;br /&gt;
A list of the various components that can be used within a reactor. Cooling components will melt if they are exposed to too much heat.&lt;br /&gt;
&lt;br /&gt;
==== Main components ====&lt;br /&gt;
;[[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;
==== Uranium components ====&lt;br /&gt;
;[[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;
;[[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;
;[[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;
;[[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;
;[[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;
;[[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 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;
;[[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;
;[[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 1 ice block per tick, reducing the heat instantly by 300 points. Note that only one ice block per reactor slot is used up per tick, therefore the total amount of heat that can be reduced 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;
;[[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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;/div&gt;</summary>
		<author><name>Two</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10730</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=10730"/>
		<updated>2012-05-02T14:12:57Z</updated>

		<summary type="html">&lt;p&gt;Two: /* Heating and Cooling */  Clarified which component qualifies as cooling component around Uranium Cells&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. (&amp;#039;&amp;#039;&amp;#039;Boom!&amp;#039;&amp;#039;&amp;#039;)&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.&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.&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;
&lt;br /&gt;
=== Reactor Components ===&lt;br /&gt;
A list of the various components that can be used within a reactor. Cooling components will melt if they are exposed to too much heat.&lt;br /&gt;
&lt;br /&gt;
;[[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.&lt;br /&gt;
&lt;br /&gt;
;[[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. Each pulse produces heat and 200 EU (10EU/t). Cells last 10,000 reactor ticks (2 hours 47 minutes), generating 2,000,000 to 10,000,000 EU, depending on the additional pulses provided by the design (additional pulses do not reduce lifetime). When depleted, Uranium Cells may become [[Near-Depleted Uranium Cell]]s or be lost.&lt;br /&gt;
&lt;br /&gt;
;[[Cooling Cell]]: Each cooling cell may absorb 10,000 heat before melting and will cool 1 point of its stored heat each reactor tick.&lt;br /&gt;
&lt;br /&gt;
;[[Integrated Reactor Plating]]: Plating will distribute heat from an adjacent uranium cells into surrounding cooling cells and also into other plating to be further distributed. Distributing heat to another plating only happens once; the second plating will not distribute to a third plating. Plating also increases the reactor&amp;#039;s hull strength (+100) and can store up to 10,000 heat itself if it is unable to direct it into a cooling cell. This stored heat will dissipate at a rate of 0.1 per reactor tick.&lt;br /&gt;
&lt;br /&gt;
;[[Integrated Heat Disperser]]: These components will attempt to balance out the levels of heat within the reactor hull, itself, and any adjacent component capable of storing heat. During each tick a disperser can exchange up to 25 heat with the reactor hull and up to 6 heat with each of the surrounding components.  &lt;br /&gt;
:For example, if a reactor hull has 120 heat stored and fresh disperser is placed inside and surrounded by 4 cooling cells, then the disperser will begin balancing the heat levels until the hull, itself, and the cooling cells each have 20 heat.&lt;br /&gt;
&lt;br /&gt;
;[[Near-Depleted Uranium Cell]]: The &amp;#039;empty&amp;#039; state of a Uranium Cell; these can be made manually, or have a chance of appearing when a Uranium Cell runs dry within a reactor. They produce 1 heat each reactor tick.&lt;br /&gt;
&lt;br /&gt;
;[[Depleted Isotope Cell]]: A depleted Uranium Cell mixed with [[Dusts|coal dust]]. When placed next to a Uranium Cell it recharges into a full cell once again. Isotope cells produce 1 heat and will cause adjacent Uranium Cells to pulse an additional time each tick. This extra pulse will produce heat but &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; EU. Isotope cells charge much faster if the reactor is running very hot.&lt;br /&gt;
&lt;br /&gt;
;[[Re-Enriched Uranium Cell]]: The fully charged state of an isotope cell, it will continue to produce only 1 heat and no EU but it will no longer react with adjacent uranium cells. Combined with another [[Dusts|coal dust]], it will become a brand new Uranium Cell.&lt;br /&gt;
&lt;br /&gt;
;[[Water Bucket]]: When a reactor&amp;#039;s hull has more than 4000 heat, it will evaporate the water, reducing the heat level by 250 and leaving the empty bucket behind. (The reactor won&amp;#039;t spit it out.)&lt;br /&gt;
&lt;br /&gt;
;[[Non-IC Items|Ice Block]]: Each reactor tick, if a reactor&amp;#039;s hull has more than 300 heat, it will evaporate 1 ice block, reducing the heat level by 300.&lt;br /&gt;
&lt;br /&gt;
;[[Lava Bucket]]: A lava bucket will increase a reactor&amp;#039;s hull heat level by 2,000, and the empty bucket will remain in the reactor. This is useful for &amp;#039;breeder&amp;#039; type reactors while recharging isotope cells.&lt;br /&gt;
&lt;br /&gt;
=== Heating and Cooling ===&lt;br /&gt;
&lt;br /&gt;
Almost every component and the reactor itself can store heat in an effort to stave off a disaster. It is up to the cooling systems (and &amp;#039;&amp;#039;&amp;#039;you&amp;#039;&amp;#039;&amp;#039;) to get rid of this accumulated heat before the reactor cannot take any more.&lt;br /&gt;
&lt;br /&gt;
The reactor&amp;#039;s own storage (known as the reactor hull) starts off at 10,000, but that can be increased by up to 6 extra [[Reactor Chamber|chambers]] (+1000 each) or placing [[Integrated Reactor Plating|plating]] into the reactor (+100). If the reactor hull reaches 50% of its maximum heat storage, then nearby water will begin to evaporate, and at 85% the reactor has a chance of removing itself from existence... &amp;#039;&amp;#039;violently&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Heat stored in components will be safely tucked away from the hull, but it will need time for the cooling systems to quench it all.&lt;br /&gt;
&lt;br /&gt;
The most common source of heat is [[Uranium Cell|uranium cells]], which will produce heat for each pulse they perform.  The amount of heat depends on how many cooling components (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;
&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;
=== 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 placing pipe instead of a reactor chamber at one side of the main reactor block. 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;
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&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;
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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;
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{{Navigation}}&lt;br /&gt;
[[Category:Generators]]&lt;/div&gt;</summary>
		<author><name>Two</name></author>
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