https://wiki.industrial-craft.net/api.php?action=feedcontributions&user=Luingar&feedformat=atomIndustrial-Craft-Wiki - User contributions [en]2024-03-29T10:47:02ZUser contributionsMediaWiki 1.37.1https://wiki.industrial-craft.net/index.php?title=Recipes_and_Resources&diff=12980Recipes and Resources2013-07-04T21:00:48Z<p>Luingar: Undo revision 12978 by Ipodsoft (talk)</p>
<hr />
<div>This is a list of recipes and resources found in IndustrialCraft².<br />
<br />
{{Tocright}}<br />
== Resources ==<br />
=== Vanilla blocks changed ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!Picture<br />
!Description<br />
|-<br />
![[Non-IC Items|Obsidian]]<br />
![[Image:Grid_Obsidian.png|64px]]<br />
|[[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).<br />
|-<br />
![[Non-IC Items|Water]]<br />
![[Image:Grid_Water_Bucket.png|64px]]<br />
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy water blocks.<br />
|-<br />
![[Non-IC Items|Lava]]<br />
![[Image:Grid_Lava_Bucket.png|64px]]<br />
|[[Explosion]] resistance changed from 500 to 30, this allows [[Non-IC Items|TNT]] and [[Industrial TNT|ITNT]] to destroy lava blocks.<br />
|-http://wiki.industrial-craft.net/skins/common/images/button_extlink.png<br />
![[Non-IC Items|Lava bucket]]<br />
![[Image:Grid_Lava_Bucket.png|64px]]<br />
|Only smelts 12 blocks in an iron furnace.<br />
|-<br />
![[Non-IC Items|Redstone]]<br />
![[Image:Grid_Redstone.png|64px]]<br />
|Can be used as power source with electric machines, provide 500 EU per item, act just like [[Single-Use Battery]].<br />
|-<br />
![[Non-IC Items|Cacti]]<br />
![[Image:Grid_Cactus.png|64px]]<br />
|Can now be burned in any furnace for 50 fuel points.<br />
|-<br />
![[Non-IC Items|Sugar Cane]]<br />
![[Image:Grid_Sugar_Cane.png|64px]]<br />
|Can now be burned in any furnace for 50 fuel points.<br />
|-<br />
|}<br />
<br />
=== Ores ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!Picture<br />
!Description<br />
|-<br />
![[Copper Ore]]<br />
![[Image:Copper Ore.png|64px]]<br />
|Found on layers 10 to 70(rate 15:10). Used most notably to make [[Copper Cable]], [[Bronze]] and [[DCP]].<br />
|-<br />
![[Tin Ore]]<br />
![[Image:Tin Ore.png|64px]]<br />
|Found on layers 0 to 40(rate 25:6). Used most notably to make [[RE Battery|Rechargeable Batteries]] and [[Empty Cell|cells]]. Dust used for reactor components crafting.<br />
|-<br />
![[Uranium Ore]]<br />
![[Image:Uranium Ore.png|64px]]<br />
|Found on layers 0 to 64(rate 20:3). Used to make [[Refined Uranium]].<br />
|-<br />
|}<br />
Generation rate is number of generation attempts per chunk : number of ore generated per attempt.<br />
20:3 means that ore will attempt to generate up to 20 times and will generate up to 3 ore per attempt, generation attempts can fail.<br />
<br />
=== Overworld ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!Picture<br />
!Description<br />
|-<br />
![[Rubber Wood| Rubber Tree]]<br />
![[Image:Rubber Tree.png|128px]]<br />
|Mod relates trees which have dark yellow logs and light green leaves. Cannot be found anywhere except Swamp, Forest and Taiga biomes. They are extremely abundant in Swamp, Forest and Taiga biomes and are easy to find through their unique "wing" on their leaf design. Their wood is special and sometimes has resin holes thet may be right clicked on with a [[Treetap]] to get [[Sticky Resin]], used in [[Rubber]] production.<br />
Can be crafted into 3 jungle planks or smelted into spruce log. Leaves cannot be harvested and have 2% chance of dropping a sapling.<br />
|-<br />
|}<br />
<br />
World generation rate of Rubber Trees depends on biome:<br />
{| class="wikitable"<br />
|-<br />
|width=500px|'''Forest''' 2-12% chance to generate 1-6 Rubber Trees per chunk.<br />
|-<br />
|'''Taiga''' 0-6% chance to generate 0-3 Rubber Trees per chunk.<br />
|'''Swampland''' 10-30% chance to generate 5-15 Rubber Trees per chunk.<br />
|-<br />
|}<br />
<br />
Minimal tree height is 2 max is 8.<br />
Every log has a 25% chance of having a resin hole, max 3 holes per tree.<br />
<br />
== Cables ==<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Tin Cable]]<br />
|{{Grid/Crafting Table<br />
|A2=Tin|B2=Tin|C2=Tin<br />
|Output=Tin Cable|OA=9<br />
}}<br />
|Special uninsulated tin cable which handles up to 5 EU/t (ultra-low [[EU|voltage]]) have 0.025 loss per block.<br />
Uninsulated cables cannot be painted.<br />
Uninsulated cables deal 1 point of damage per 64 EU current rowned down.<br />
Most effective tool for cables removal is chainsaw.<br />
Used in crafting recipes.<br />
|-<br />
![[Copper Cable]]<br />
|{{Grid/Crafting Table<br />
|A2=Copper|B2=Copper|C2=Copper<br />
|Output=Copper Cable|OA=6<br />
}}<br />
|Uninsulated copper cable which handles up to 32 EU/t (low [[EU|voltage]]).<br />
EU loss rate is 0.29<br />
|-<br />
![[Copper Cable|Insulated Copper Cable]]<br />
|{{Grid/Crafting Table<br />
|A1=Rubber|B1=Rubber|C1=Rubber<br />
|A2=Copper|B2=Copper|C2=Copper<br />
|A3=Rubber|B3=Rubber|C3=Rubber<br />
|Output=Insulated Copper Cable|OA=6<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Rubber|B1=Copper Cable<br />
|Output=Insulated Copper Cable<br />
}}<br />
|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.<br />
EU loss rate is 0.21<br />
|-<br />
![[Gold Cable]]<br />
|{{Grid/Crafting Table<br />
|A2=Gold|B2=Gold|C2=Gold<br />
|Output=Gold Cable|OA=12<br />
}}<br />
|Uninsulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).<br />
EU loss rate is 0.5<br />
|-<br />
![[Gold Cable|Single-Insulated Gold Cable]]<br />
|{{Grid/Crafting Table<br />
|B1=Rubber<br />
|A2=Rubber|B2=Gold|C2=Rubber<br />
|B3=Rubber<br />
|Output=Insulated Gold Cable|OA=4<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Rubber|B1=Gold Cable<br />
|Output=Insulated Gold Cable<br />
}}<br />
|Single-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).<br />
EU loss rate is 0.4501<br />
|-<br />
![[Gold Cable|Double-Insulated Gold Cable]]<br />
|{{Grid/Crafting Table<br />
|A1=Rubber|B1=Rubber|C1=Gold Cable<br />
|Output=2xIns. Gold Cable<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Rubber|B1=Insulated Gold Cable<br />
|Output=2xIns. Gold Cable<br />
}}<br />
|Double-insulated gold cable which handles up to 128 EU/t (medium [[EU|voltage]]).<br />
EU loss rate is 0.402<br />
|-<br />
![[HV Cable]]<br />
|{{Grid/Crafting Table<br />
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron<br />
|Output=HV Cable|OA=12<br />
}}<br />
|Uninsulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]).<br />
EU loss rate is 1.0<br />
|-<br />
![[HV Cable|Single-Insulated HV Cable]]<br />
|{{Grid/Crafting Table<br />
|B1=Rubber<br />
|A2=Rubber|B2=Refined Iron|C2=Rubber<br />
|B3=Rubber<br />
|Output=Insulated HV Cable|OA=4<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Rubber|B1=HV Cable<br />
|Output=Insulated HV Cable|OA<br />
}}<br />
|Single-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]).<br />
EU loss rate is 0.949<br />
|-<br />
![[HV Cable|Double-Insulated HV Cable]]<br />
|{{Grid/Crafting Table<br />
|A1=Rubber|B1=Rubber|C1=HV Cable<br />
|Output=2xIns. HV Cable<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Rubber|B1=Insulated HV Cable<br />
|Output=2xIns. HV Cable<br />
}}<br />
|Double-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]).<br />
EU loss rate is 0.9<br />
|-<br />
![[HV Cable|Triple-Insulated HV Cable]]<br />
|{{Grid/Crafting Table<br />
|A1=Rubber|B1=Rubber|C1=Rubber<br />
|A2=HV Cable<br />
|Output=3xIns. HV Cable<br />
|Output-link=3xIns. HV Cable<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Rubber|B1=Rubber|C1=Insulated HV Cable<br />
|Output=3xIns. HV Cable<br />
|Output-link=3xIns. HV Cable<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Rubber|B1=2xIns. HV Cable<br />
|Output=3xIns. HV Cable<br />
|Output-link=3xIns. HV Cable<br />
}}<br />
|Triple-insulated HV cable which handles up to 512 EU/t (high [[EU|voltage]]) and 2048 EU/t (extreme [[EU|voltage]]).<br />
EU loss rate is 0.8<br />
<br />
''Although in-game it currently lists "4xInsulated", that is incorrect as you are adding a layer of insulation each time, not doubling the insulation each time. It is actually "3xIns" and should get renamed eventually in some future patch.'' <br />
|-<br />
![[Glass Fibre Cable]]<br />
|{{Grid/Crafting Table<br />
|A1=Glass|B1=Glass|C1=Glass<br />
|A2=Redstone|B2=Diamond|C2=Redstone<br />
|A3=Glass|B3=Glass|C3=Glass<br />
|Output=Glass Fibre Cable|OA=4<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Glass|B1=Glass|C1=Glass<br />
|A2=Silver ingot|B2=Diamond|C2=Silver ingot<br />
|A3=Glass|B3=Glass|C3=Glass<br />
|Output=Glass_Fibre_Cable|OA=6<br />
|Output-link=Glass Fibre Cable<br />
}}<br />
|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).<br />
|-<br />
![[Detector Cable]]<br />
|{{Grid/Crafting Table<br />
|B1=Electronic Circuit<br />
|A2=Redstone|B2=3xIns. HV Cable|C2=Redstone<br />
|B3=Redstone<br />
|Output=Detector Cable<br />
}}<br />
|Outputs Redstone current when powered, support up to 512 EU flow(cannot be placed on HV lines).<br />
EU loss rate is 0.5 (Since v1.62 this is no longer a viable cable option to replace glass fibre!)<br />
|-<br />
![[Splitter Cable]]<br />
|{{Grid/Crafting Table<br />
|B1=Redstone<br />
|A2=3xIns. HV Cable|B2=Lever|C2=3xIns. HV Cable<br />
|B3=Redstone<br />
|Output=Splitter Cable<br />
}}<br />
|Prevents the transfer of EU while being powered by Redstone, support up to 512 EU flow.<br />
EU loss rate is 0.025<br />
|}<br />
<br />
== EU Storage ==<br />
=== Blocks ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[BatBox]]<br />
|{{Grid/Crafting Table<br />
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks<br />
|A2=RE Battery|B2=RE Battery|C2=RE Battery<br />
|A3=Wooden Planks|B3=Wooden Planks|C3=Wooden Planks<br />
|Output=BatBox<br />
}}<br />
|[[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.<br />
|-<br />
![[MFE Unit]]<br />
|{{Grid/Crafting Table<br />
|A1=2xIns. Gold Cable|B1=Energy Crystal|C1=2xIns. Gold Cable<br />
|A2=Energy Crystal|B2=Machine|C2=Energy Crystal<br />
|A3=2xIns. Gold Cable|B3=Energy Crystal|C3=2xIns. Gold Cable<br />
|Output=MFE Unit<br />
}}<br />
|[[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.<br />
|-<br />
![[MFS Unit]]<br />
|{{Grid/Crafting Table<br />
|A1=Lapotron Crystal|B1=Advanced Circuit|C1=Lapotron Crystal<br />
|A2=Lapotron Crystal|B2=MFE Unit|C2=Lapotron Crystal<br />
|A3=Lapotron Crystal|B3=Advanced Machine|C3=Lapotron Crystal<br />
|Output=MFS Unit<br />
}}<br />
|[[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.<br />
|-<br />
|}<br />
<br />
=== Items ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Single-Use Battery]]<br />
|{{Grid/Crafting Table<br />
|B1=Insulated Copper Cable<br />
|B2=Hydrated Coal Dust<br />
|B3=Redstone<br />
|Output=Single-Use Battery|OA=8<br />
}}<br />
{{Grid/Crafting Table<br />
|B1=Insulated Copper Cable<br />
|B2=Coal Dust<br />
|B3=Redstone<br />
|Output=Single-Use Battery|OA=5<br />
}}<br />
|[[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.<br />
|-<br />
![[RE Battery]]<br />
|{{Grid/Crafting Table<br />
|B1=Insulated Copper Cable<br />
|A2=Tin|B2=Redstone|C2=Tin<br />
|A3=Tin|B3=Redstone|C3=Tin<br />
|Output=RE Battery<br />
}}<br />
|[[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.<br />
Empty ones can stack, but must be destacked to charge.<br />
|-<br />
![[Energy Crystal]]<br />
|{{Grid/Crafting Table<br />
|A1=Redstone|B1=Redstone|C1=Redstone<br />
|A2=Redstone|B2=Diamond|C2=Redstone<br />
|A3=Redstone|B3=Redstone|C3=Redstone<br />
|Output=Energy Crystal<br />
}}<br />
|[[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]].<br />
|-<br />
![[Lapotron Crystal]]<br />
|{{Grid/Crafting Table<br />
|A1=Lapis Lazuli (Dye)|B1=Electronic Circuit|C1=Lapis Lazuli (Dye)<br />
|A2=Lapis Lazuli (Dye)|B2=Energy Crystal|C2=Lapis Lazuli (Dye)<br />
|A3=Lapis Lazuli (Dye)|B3=Electronic Circuit|C3=Lapis Lazuli (Dye)<br />
|Output=Lapotron Crystal<br />
}}<br />
|[[EU]] storage item which stores up to 1,000,000 [[EU]] and can only be charged or discharged in a [[MFS Unit]].<br />
|-<br />
![[Electrolyzed Water Cell]]<br />
|<br />
|Created in an [[Electrolyzer]] when the adjacent power storage (any tier) is more then 70.01% full, those cells adsorb 20k EU, but lose 1500 per energy storage tier (with minimal 1500 loss on [[MFS Unit]]) when discharged (discharged when energy storage 25% or less).<br />
|-<br />
|}<br />
<br />
== Transformers ==<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[LV Transformer]]<br />
|{{Grid/Crafting Table<br />
|A1=Wooden Planks|B1=Insulated Copper Cable|C1=Wooden Planks<br />
|A2=Copper|B2=Copper|C2=Copper<br />
|A3=Wooden Planks|B3=Insulated Copper Cable|C3=Wooden Planks<br />
|Output=LV Transformer<br />
}}<br />
|Either:<br />
* Accepts up to 32EU packets (LV) and outputs 128EU (MV) packets, OR<br />
* Accepts up to 128EU packets (MV) and outputs 32EU (LV) packets.<br />
|-<br />
![[MV Transformer]]<br />
|{{Grid/Crafting Table<br />
|A1=|B1=2xIns. Gold Cable|C1=<br />
|A2=|B2=Machine|C2=<br />
|A3=|B3=2xIns. Gold Cable|C3=<br />
|Output=MV Transformer<br />
}}<br />
|Either:<br />
* Accepts up to 128EU packets (MV) and outputs 512EU (HV) packets, OR<br />
* Accepts up to 512EU packets (HV) and outputs 128EU (MV) packets.<br />
|-<br />
![[HV Transformer]]<br />
|{{Grid/Crafting Table<br />
|B1=4xIns. HV Cable<br />
|A2=Electronic Circuit|B2=MV Transformer|C2=Energy Crystal<br />
|B3=4xIns. HV Cable<br />
|Output=HV Transformer<br />
}}<br />
|Either:<br />
* Accepts up to 512EU packets (HV) and outputs 2048EU (EV) packets, OR<br />
* Accepts up to 2048EU packets (EV) and outputs 512EU (HV) packets.<br />
|-<br />
|}<br />
<br />
== Machine Components ==<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Machine]]<br />
|{{Grid/Crafting Table<br />
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron<br />
|A2=Refined Iron|C2=Refined Iron<br />
|A3=Refined Iron|B3=Refined Iron|C3=Refined Iron<br />
|Output=Machine<br />
}}<br />
{{Grid/Crafting Table<br />
|B2=Machine<br />
|Output=Refined Iron|OA=8<br />
}}<br />
|Base component for machines and the [[QuantumSuit Leggings|Quantum Leggings]].<br />
|-<br />
![[Advanced Machine]]<br />
|{{Grid/Crafting Table<br />
|B1=Advanced Alloy<br />
|A2=Carbon Plate|B2=Machine|C2=Carbon Plate<br />
|B3=Advanced Alloy<br />
|Output=Advanced Machine<br />
}}<br />
|Base component for t2 and t3 machines.<br />
|-<br />
![[Electronic Circuit]]<br />
|{{Grid/Crafting Table<br />
|A1=Cable|B1=Cable|C1=Cable<br />
|A2=Redstone|B2=Refined Iron|C2=Redstone<br />
|A3=Cable|B3=Cable|C3=Cable<br />
|Output=Electronic Circuit<br />
}}<br />
|Base component for machines, smart items and the [[Advanced Circuit]].<br />
|-<br />
![[Advanced Circuit]]<br />
|{{Grid/Crafting Table<br />
|A1=Redstone|B1=Glowstone Dust|C1=Redstone<br />
|A2=Lapis Lazuli (Dye)|B2=Electronic Circuit|C2=Lapis Lazuli (Dye)<br />
|A3=Redstone|B3=Glowstone Dust|C3=Redstone<br />
|Output=Advanced Circuit<br />
}}<br />
|Base component for t2 and t3 tools and machines.<br />
|-<br />
|}<br />
<br />
<br />
== Generators ==<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Generator]]<br />
|{{Grid/Crafting Table<br />
|B1=RE Battery<br />
|B2=Machine<br />
|B3=Furnace<br />
|Output=Generator<br />
}}<br />
{{Grid/Crafting Table<br />
|B1=RE Battery<br />
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron<br />
|B3=Iron Furnace<br />
|Output=Generator<br />
}}<br />
|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.<br />
|-<br />
![[Geothermal Generator]]<br />
|{{Grid/Crafting Table<br />
|A1=Glass|B1=Empty Cell|C1=Glass<br />
|A2=Glass|B2=Empty Cell|C2=Glass<br />
|A3=Refined Iron|B3=Generator|C3=Refined Iron<br />
|Output=Geothermal Generator<br />
}}<br />
|Generator which accepts lava buckets and [[Lava Cell|cells]] and outputs 20 EU/t for a total of 20,000 [[EU]] per lava unit. Provide no energy storage but store up to 24 units of lava inside.<br />
Any stored lava is lost if blocked removed.<br />
|-<br />
![[Solar Panel]]<br />
|{{Grid/Crafting Table<br />
|A1=Coal Dust|B1=Glass|C1=Coal Dust<br />
|A2=Glass|B2=Coal Dust|C2=Glass<br />
|A3=Electronic Circuit|B3=Generator|C3=Electronic Circuit<br />
|Output=Solar Panel<br />
}}<br />
|Generator which, when exposed to '''direct''' sunlight through its top, outputs 1.0 EU/t for a total of 13500 EU per Minecraft day.<br />
|-<br />
![[Water Mill]]<br />
|{{Grid/Crafting Table<br />
|A1=Stick|B1=Wooden Planks|C1=Stick<br />
|A2=Wooden Planks|B2=Generator|C2=Wooden Planks<br />
|A3=Stick|B3=Wooden Planks|C3=Stick<br />
|Output=Water Mill|OA=2<br />
}}<br />
|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.<br />
|-<br />
![[Wind Mill]]<br />
|{{Grid/Crafting Table<br />
|A1=Iron|C1=Iron<br />
|B2=Generator<br />
|A3=Iron|C3=Iron<br />
|Output=Windmill<br />
}}<br />
|Generator which outputs 0-6 EU/t (can melt tin cable!) 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.<br />
Will break on heavy load, replacing itself with normal generator.<br />
|-<br />
|}<br />
<br />
<br />
=== Nuclear Reactor ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Nuclear Reactor]]<br />
|{{Grid/Crafting Table<br />
|A1=|B1=Advanced Circuit|C1=<br />
|A2=Reactor Chamber|B2=Reactor Chamber|C2=Reactor Chamber<br />
|A3=|B3=Generator|C3=<br />
|Output=Nuclear Reactor<br />
}}<br />
|Complex generator whose output and total [[EU]] varies depending on the setup. Refer nuclear reactor for dummies for more info.<br />
Need indirect redstone current to run.<br />
|-<br />
![[Reactor Chamber]]<br />
|{{Grid/Crafting Table<br />
|A1=|B1=Dense Copper Plate|C1=<br />
|A2=Dense Copper Plate|B2=Machine|C2=Dense Copper Plate<br />
|A3=|B3=Dense Copper Plate|C3=<br />
|Output=Reactor Chamber<br />
}}<br />
|Can be attached to a [[Nuclear Reactor|reactor]] to increase its space by 1 column, povide no bonuses, valid output and input.<br />
|-<br />
![[Refined Uranium]]<br />
|{{Grid/Machine<br />
|Type=Compressor<br />
|Top=Uranium<br />
|Bottom=RE Battery (Charged)<br />
|Output=Refined Uranium<br />
}}<br />
|Compressed form of the [[Uranium|uranium]] resource, used to craft a [[Uranium Cell]].<br />
|-<br />
![[Reactor Plating]]<br />
|{{Grid/Crafting Table<br />
|A1=Dense Copper Plate|B1=Advanced Alloy|C1=<br />
|A2=|B2=|C2=<br />
|A3=|B3=|C3=<br />
|Output=Reactor Plating<br />
}}<br />
|This component will increase your reactors maximum temperature by 1000 and will reduce the reactor's explosion range by 5%<br />
|-<br />
! [[Containment Reactor Plating]]<br />
|{{Grid/Crafting Table<br />
|A1=Reactor Plating|B1=Advanced Alloy|C1=Advanced Alloy<br />
|A2=|B2=|C2=<br />
|A3=|B3=|C3=<br />
|Output=Containment Reactor Plating<br />
}}<br />
|This component will increase your reactors maximum temperature by 500 and will reduce the reactor's explosion range by 10%.<br />
|-<br />
![[Heat-Capacity Reactor Plating]]<br />
|{{Grid/Crafting Table<br />
|A1=Reactor Plating|B1=Dense Copper Plate|C1=Dense Copper Plate<br />
|A2=|B2=|C2=<br />
|A3=|B3=|C3=<br />
|Output=Heat-Capacity Reactor Plating<br />
}}<br />
|This component will increase your reactor's maximum temperature by 1700 but will only decrease the explosive range by 1%<br />
|-<br />
![[Heat dispensers]]<br />
PLACEHOLDER<br />
|-<br />
![[Vents]]<br />
PLACEHOLDER<br />
|-<br />
![[Heating Cell]]<br />
|{{Grid/Crafting Table<br />
|B1=Electronic Circuit<br />
|B2=Lava Cell<br />
|B3=Dense Copper Plate<br />
<br />
|Output=Heating Cell<br />
}}<br />
|-<br />
![[Heat sink]]<br />
PLACEHOLDER<br />
|-<br />
![[Proper uran cell recipes and description]]<br />
PLACEHOLDER<br />
|-<br />
![[Uranium Cell]]<br />
|{{Grid/Crafting Table<br />
|A1=Empty Cell|B1=Uranium Fuel Ingot<br />
|Output=Uranium Cell<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Re-Enriched Uranium Cell|B1=Coal Dust<br />
|Output=Uranium Cell<br />
}}<br />
|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, 25% of time turns into a [[Near-Depleted Uranium Cell]], which once recharged, turns into a fresh new cell.<br />
|-<br />
![[Near-Depleted Uranium Cell]]<br />
|{{Grid/Crafting Table<br />
|A1=Empty Cell|B1=Empty Cell|C1=Empty Cell<br />
|A2=Empty Cell|B2=Uranium Fuel Ingot|C2=Empty Cell<br />
|A3=Empty Cell|B3=Empty Cell|C3=Empty Cell<br />
|Output=Near-Depleted Uranium Cell|OA=8<br />
}}<br />
<center>Rarely created when an [[Uranium Cell]] decays</center><br />
|Can be turned into a rechargeable [[Depleted Isotope Cell]].<br />
|-<br />
![[Depleted Isotope Cell]]<br />
|{{Grid/Crafting Table<br />
|A1=Near-Depleted Uranium Cell|B1=Coal Dust<br />
|Output=Depleted Isotope Cell<br />
}}<br />
|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.<br />
|-<br />
![[Re-Enriched Uranium Cell]]<br />
|{{Grid/Crafting Table<br />
|A1=Re-Enriched Uranium Cell<br />
|B1=Coal Dust<br />
|Output=Uranium Cell<br />
}}<br />
<center>Created once a [[Depleted Isotope Cell]] charges</center><br />
|Can be turned back into a [[Uranium Cell]].<br />
|-<br />
|}<br />
<br />
== Processors ==<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Iron Furnace]]<br />
|{{Grid/Crafting Table<br />
|A1=Iron|B1=Iron|C1=Iron<br />
|A2=Iron|C2=Iron<br />
|A3=Iron|B3=Iron|C3=Iron<br />
|Output=Iron Furnace<br />
}}<br />
{{Grid/Crafting Table<br />
|B1=Iron<br />
|A2=Iron|C2=Iron<br />
|A3=Iron|B3=Furnace|C3=Iron<br />
|Output=Iron Furnace<br />
}}<br />
|Non electric machine, 25% faster and 125% fuel effective, can burn lava and [[Fuel Can (Filled)|fuel]].<br />
|-<br />
![[Electro Furnace|Electric Furnace]]<br />
|{{Grid/Crafting Table<br />
|B1=Electronic Circuit<br />
|A2=Redstone|B2=Iron Furnace|C2=Redstone<br />
|Output=Electro Furnace<br />
}}<br />
|[[EU|Energy]]-powered furnace which is 150% faster then normal and 125% fuel effective. Takes 400 [[EU]] per operation (at least 3 EU/t needed for continuous usage), up to low [[EU|voltage]] (32 EU/t).<br />
|-<br />
![[Macerator]]<br />
|{{Grid/Crafting Table<br />
|A1=Flint|B1=Flint|C1=Flint<br />
|A2=Cobblestone|B2=Machine|C2=Cobblestone<br />
|B3=Electronic Circuit<br />
|Output=Macerator<br />
}}<br />
|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).<br />
|-<br />
![[Extractor]]<br />
|{{Grid/Crafting Table<br />
|A1=Treetap|B1=Machine|C1=Treetap<br />
|A2=Treetap|B2=Electronic Circuit|C2=Treetap<br />
|Output=Extractor<br />
}}<br />
|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).<br />
|-<br />
![[Compressor]]<br />
|{{Grid/Crafting Table<br />
|A1=Stone|C1=Stone<br />
|A2=Stone|B2=Machine|C2=Stone<br />
|A3=Stone|B3=Electronic Circuit|C3=Stone<br />
|Output=Compressor<br />
}}<br />
|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).<br />
|-<br />
![[Recycler]]<br />
|{{Grid/Crafting Table<br />
|B1=Glowstone Dust<br />
|A2=Dirt|B2=Compressor|C2=Dirt<br />
|A3=Refined Iron|B3=Dirt|C3=Refined Iron<br />
|Output=Recycler<br />
}}<br />
|Has a 6% 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).<br />
|-<br />
![[Canning Machine]]<br />
|{{Grid/Crafting Table<br />
|A1=Tin|B1=Electronic Circuit|C1=Tin<br />
|A2=Tin|B2=Machine|C2=Tin<br />
|A3=Tin|B3=Tin|C3=Tin<br />
|Output=Canning Machine<br />
}}<br />
|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 35 EU per operation, up to low [[EU|voltage]] (32 EU/t).<br />
|-<br />
![[Induction Furnace]]<br />
|{{Grid/Crafting Table<br />
|A1=Copper|B1=Copper|C1=Copper<br />
|A2=Copper|B2=Electro Furnace|C2=Copper<br />
|A3=Copper|B3=Advanced Machine|C3=Copper<br />
|Output=Induction Furnace<br />
}}<br />
|Special two-input two-output furnace which increases its smelting speed as it heats up through smelting. When it'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).<br />
|-<br />
![[Mass Fabricator]]<br />
|{{Grid/Crafting Table<br />
|A1=Glowstone Dust|B1=Advanced Circuit|C1=Glowstone Dust<br />
|A2=Advanced Machine|B2=Lapotron Crystal|C2=Advanced Machine<br />
|A3=Glowstone Dust|B3=Advanced Circuit|C3=Glowstone Dust<br />
|Output=Mass Fabricator<br />
}}<br />
|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).<br />
|-<br />
|}<br />
<br />
<br />
== Utility ==<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Luminator]]<br />
|{{Grid/Crafting Table<br />
|A1=Refined_Iron|B1=Insulated Copper Cable|C1=Refined_Iron<br />
|A2=Glass|B2=Tin_Cable|C2=Glass<br />
|A3=Glass|B3=Glass|C3=Glass<br />
|Output=Luminator|OA=8<br />
}}<br />
|Produces light when powered.<br />
|-<br />
![[Personal Safe]]<br />
|{{Grid/Crafting Table<br />
|B1=Electronic Circuit<br />
|B2=Machine<br />
|B3=Chest<br />
|Output=Personal Safe<br />
}}<br />
|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.<br />
|-<br />
![[Trade-O-Mat]]<br />
|{{Grid/Crafting Table<br />
|A1=Redstone|B1=Redstone|C1=Redstone<br />
|A2=Chest|B2=Machine|C2=Chest<br />
|Output=Trade-O-Mat<br />
}}<br />
|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.<br />
|-<br />
![[Magnetizer]]<br />
|{{Grid/Crafting Table<br />
|A1=Redstone|B1=Iron Fence|C1=Redstone<br />
|A2=Redstone|B2=Machine|C2=Redstone<br />
|A3=Redstone|B3=Iron Fence|C3=Redstone<br />
|Output=Magnetizer<br />
}}<br />
|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).<br />
|-<br />
![[Electrolyzer]]<br />
|{{Grid/Crafting Table<br />
|A1=Cable|C1=Cable<br />
|A2=Cable|B2=Electronic Circuit|C2=Cable<br />
|A3=Empty Cell|B3=Machine|C3=Empty Cell<br />
|Output=Electrolyzer<br />
}}<br />
|When placed adjacent to energy storage and filled with [[Water Cell]]s, once the [[EU]] storage is 70.01% or more, starts turning the cells into [[Electrolyzed Water Cells]], but once it's 25%, starts using up the electrolyzed cells to supply power. Speed depend on energy storage block tier.<br />
|-<br />
![[Tesla Coil]]<br />
|{{Grid/Crafting Table<br />
|A1=Redstone|B1=Redstone|C1=Redstone<br />
|A2=Redstone|B2=MV Transformer|C2=Redstone<br />
|A3=Refined Iron|B3=Electronic Circuit|C3=Refined Iron<br />
|Output=Tesla Coil<br />
}}<br />
|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).<br />
|-<br />
![[Teleporter]]<br />
|{{Grid/Crafting Table<br />
|A1=Advanced Circuit|B1=FreqTrans|C1=Advanced Circuit<br />
|A2=Glass Fibre Cable|B2=Advanced Machine|C2=Glass Fibre Cable<br />
|A3=Advanced Circuit|B3=Diamond|C3=Advanced Circuit<br />
|Output=Teleporter<br />
}}<br />
|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.<br />
|-<br />
![[Industrial TNT]]<br />
|{{Grid/Crafting Table<br />
|A1=Flint|B1=Flint|C1=Flint<br />
|A2=TNT|B2=TNT|C2=TNT<br />
|A3=Flint|B3=Flint|C3=Flint<br />
|Output=Industrial TNT|OA=4<br />
}}<br />
{{Grid/Crafting Table<br />
|B1=Insulated Copper Cable<br />
|A2=Glowstone Dust|B2=Electronic Circuit|C2=Glowstone Dust<br />
|A3=TNT|B3=TNT|C3=TNT<br />
|Output=Industrial TNT|OA=4<br />
}}<br />
|Much like [[TNT]], but with less power so as not to destroy ores or deal as much damage.<br />
|-<br />
![[Dynamite]]<br />
|{{Grid/Crafting Table<br />
|A1=String<br />
|A2=Industrial TNT<br />
|Output=Dynamite|OA=8<br />
}}<br />
|Smaller version of [[Industrial TNT]] which can be thrown or placed.<br />
|-<br />
![[Sticky Dynamite]]<br />
|{{Grid/Crafting Table<br />
|A1=Dynamite|B1=Dynamite|C1=Dynamite<br />
|A2=Dynamite|B2=Sticky Resin|C2=Dynamite<br />
|A3=Dynamite|B3=Dynamite|C3=Dynamite<br />
|Output=Sticky Dynamite|OA=8<br />
}}<br />
|Dynamite that will stick to a wall when thrown.<br />
|-<br />
![[Rubber Trampoline]]<br />
|{{Grid/Crafting Table<br />
|A1= |B1= |C1=<br />
|A2=Rubber |B2=Rubber |C2=Rubber<br />
|A3=Rubber |B3=Rubber |C3=Rubber<br />
|Output=Rubber Trampoline|OA=3<br />
}}<br />
|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. <br />
|-<br />
![[Iron Fence]]<br />
|{{Grid/Crafting Table<br />
|A1=Refined Iron|B1=Refined Iron|C1=Refined Iron<br />
|A2=Refined Iron|B2=Refined Iron|C2=Refined Iron<br />
|Output=Iron Fence|OA=12<br />
}}<br />
|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. <br />
|-<br />
|}<br />
<br />
=== Miner ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Miner]]<br />
|{{Grid/Crafting Table<br />
|A1=Electronic Circuit|B1=Machine|C1=Electronic Circuit<br />
|B2=Mining Pipe<br />
|B3=Mining Pipe<br />
|Output=Miner<br />
}}<br />
|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).<br />
|-<br />
![[Pump]]<br />
|{{Grid/Crafting Table<br />
|A1=Empty Cell|B1=Electronic Circuit|C1=Empty Cell<br />
|A2=Empty Cell|B2=Machine|C2=Empty Cell<br />
|A3=Mining Pipe|B3=Treetap|C3=Mining Pipe<br />
|Output=Pump<br />
}}<br />
|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).<br />
|-<br />
![[Mining Pipe]]<br />
|{{Grid/Crafting Table<br />
|A1=Refined Iron|C1=Refined Iron<br />
|A2=Refined Iron|C2=Refined Iron<br />
|A3=Refined Iron|B3=Treetap|C3=Refined Iron<br />
|Output=Mining Pipe|OA=8<br />
}}<br />
|Placed in the miner's top-center slot.<br />
|-<br />
|}<br />
<br />
=== Terraformer ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Terraformer]]<br />
|{{Grid/Crafting Table<br />
|A1=Glowstone Dust|B1=Tfbp|C1=Glowstone Dust<br />
|A2=Dirt|B2=Advanced Machine|C2=Dirt<br />
|A3=Glowstone Dust|B3=Dirt|C3=Glowstone Dust<br />
|Output=Terraformer<br />
}}<br />
|Alters (terraforms) nearby landscape following a [[Terraformer Blueprint]] inserted in it (by right-clicking the machine with the blueprint). Takes a unlimited amount of EU/t (just like mass fab), up to high voltage (512 EU/t).<br />
|-<br />
![[Terraformer Blueprint|Empty Blueprint]]<br />
|{{Grid/Crafting Table<br />
|B1=Electronic Circuit<br />
|B2=Advanced Circuit<br />
|A3=Redstone|C3=Redstone<br />
|Output=Tfbp<br />
}}<br />
|Empty Terraformer blueprint used to craft functional ones.<br />
|-<br />
![[Chilling|Chilling Blueprint]]<br />
|{{Grid/Crafting Table<br />
|B1=Snowball<br />
|A2=Snowball|B2=Tfbp|C2=Snowball<br />
|B3=Snowball<br />
|Output=Chilling<br />
}}<br />
|Simulates a Snow biome by placing snow (and later snow blocks) on top of blocks and freezing water. Takes 4 EU/t.<br />
|-<br />
![[Compression|Compression Blueprint]]<br />
(coming soon)<br />
|{{Grid/Crafting Table<br />
|A1=Cobblestone|B1=Stone|C1=Cobblestone<br />
|A2=Stone|B2=Tfbp|C2=Stone<br />
|A3=Cobblestone|B3=Stone|C3=Cobblestone<br />
|Output=Compression<br />
}}<br />
|Removes dirt and sand, crushing some of it into cobblestone and sandstone and then crushing cobblestone into stone. Takes 10 EU/t.<br />
|-<br />
![[Cultivation|Cultivation Blueprint]]<br />
|{{Grid/Crafting Table<br />
|B1=Seeds<br />
|A2=Seeds|B2=Tfbp|C2=Seeds<br />
|B3=Seeds<br />
|Output=Cultivation<br />
}}<br />
|Simulates a Plains biome by replacing sand with dirt, growing grass on top of dirt and randomly adding plantlife. Takes 20 EU/t.<br />
|-<br />
![[Desertification|Desertification Blueprint]]<br />
|{{Grid/Crafting Table<br />
|B1=Sand<br />
|A2=Sand|B2=Tfbp|C2=Sand<br />
|B3=Sand<br />
|Output=Desertification<br />
}}<br />
|Simulates a Desert biome by replacing dirt with sand, destroying plants, melting ice/snow and causing forest fires. Takes 4 EU/t.<br />
|-<br />
![[Flatificator|Flatificator Blueprint]]<br />
|{{Grid/Crafting Table<br />
|B1=Dirt<br />
|A2=Dirt|B2=Tfbp|C2=Dirt<br />
|B3=Dirt<br />
|Output=Flatificator<br />
}}<br />
|Removes all natural blocks (except stone) above the Terraformer and fills land below the Terraformer with dirt. Takes 40 EU/t.<br />
|-<br />
![[Irrigation|Irrigation Blueprint]]<br />
|{{Grid/Crafting Table<br />
|B1=Water Bucket<br />
|A2=Water Bucket|B2=Tfbp|C2=Water Bucket<br />
|B3=Water Bucket<br />
|Output=Irrigation<br />
}}<br />
|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.<br />
|}<br />
<br />
=== Upgrades ===<br />
Place one or more upgrades into the four right-most slots of a machine to upgrade said machine.<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Overclocker upgrade]]<br />
|{{Grid/Crafting Table<br />
|A1=Cooling Cell|B1=Cooling Cell|C1=Cooling Cell<br />
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable<br />
|A3=|B3=|C3=<br />
|Output=Overclocker upgrade<br />
}}<br />
|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.<br />
|-<br />
![[Transformer upgrade]]<br />
|{{Grid/Crafting Table<br />
|A1=Glass|B1=Glass|C1=Glass<br />
|A2=2xIns. Gold Cable|B2=MV Transformer|C2=2xIns. Gold Cable<br />
|A3=Glass|B3=Electronic Circuit|C3=Glass<br />
|Output=Transformer upgrade<br />
}}<br />
|Used to upgrade a machine'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.<br />
|-<br />
![[Energy storage upgrade]]<br />
|{{Grid/Crafting Table<br />
|A1=Wooden Planks|B1=Wooden Planks|C1=Wooden Planks<br />
|A2=Insulated Copper Cable|B2=RE Battery|C2=Insulated Copper Cable<br />
|A3=Wooden Planks|B3=Electronic Circuit|C3=Wooden Planks<br />
|Output=Energy storage upgrade<br />
}}<br />
|Used to upgrade a machine's internal power storage. Each upgrade increases the storage capacity by 10,000 EU.<br />
|}<br />
<br />
== Armor ==<br />
=== Material ===<br />
{| class="wikitable"<br />
|-<br />
!width=135px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Bronze Helmet]]<br />
|{{Grid/Crafting Table<br />
|A2=Bronze|B2=Bronze|C2=Bronze<br />
|A3=Bronze|C3=Bronze<br />
|Output=Bronze Helmet<br />
}}<br />
|Helmet with 30% more durability than iron.<br />
|-<br />
![[Bronze Chestplate]]<br />
|{{Grid/Crafting Table<br />
|A1=Bronze|C1=Bronze<br />
|A2=Bronze|B2=Bronze|C2=Bronze<br />
|A3=Bronze|B3=Bronze|C3=Bronze<br />
|Output=Bronze Chestplate<br />
}}<br />
|Chestplate with 30% more durability than iron.<br />
|-<br />
![[Bronze Leggings]]<br />
|{{Grid/Crafting Table<br />
|A1=Bronze|B1=Bronze|C1=Bronze<br />
|A2=Bronze|C2=Bronze<br />
|A3=Bronze|C3=Bronze<br />
|Output=Bronze Leggings<br />
}}<br />
|Leggings with 30% more durability than iron.<br />
|-<br />
![[Bronze Boots]]<br />
|{{Grid/Crafting Table<br />
|A2=Bronze|C2=Bronze<br />
|A3=Bronze|C3=Bronze<br />
|Output=Bronze Boots<br />
}}<br />
|Boots with 30% more durability than iron.<br />
|-<br />
|}<br />
<br />
<br />
=== Energy ===<br />
{| class="wikitable"<br />
|-<br />
!width=135px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Nano-Helmet|Nano Helmet]]<br />
|{{Grid/Crafting Table<br />
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate<br />
|A2=Carbon Plate|B2=Glass|C2=Carbon Plate<br />
|Output=Nano-Helmet<br />
}}<br />
|[[EU|Energy]]-based helmet which absorbs part of your damage while charged.<br />
|-<br />
![[Nano-Bodyarmor|Nano Body Armor]]<br />
|{{Grid/Crafting Table<br />
|A1=Carbon Plate|C1=Carbon Plate<br />
|A2=Carbon Plate|B2=Energy Crystal (Charged)|C2=Carbon Plate<br />
|A3=Carbon Plate|B3=Carbon Plate|C3=Carbon Plate<br />
|Output=Nano-Bodyarmor<br />
}}<br />
|[[EU|Energy]]-based chestplate which absorbs part of your damage while charged.<br />
|-<br />
![[Nano-Leggings|Nano Leggings]]<br />
|{{Grid/Crafting Table<br />
|A1=Carbon Plate|B1=Energy Crystal (Charged)|C1=Carbon Plate<br />
|A2=Carbon Plate|C2=Carbon Plate<br />
|A3=Carbon Plate|C3=Carbon Plate<br />
|Output=Nano-Leggings<br />
}}<br />
|[[EU|Energy]]-based leggings which absorb part of your damage while charged.<br />
|-<br />
![[Nano-Boots|Nano Boots]]<br />
|{{Grid/Crafting Table<br />
|A2=Carbon Plate|C2=Carbon Plate<br />
|A3=Carbon Plate|B3=Energy Crystal (Charged)|C3=Carbon Plate<br />
|Output=Nano-Boots<br />
}}<br />
|[[EU|Energy]]-based boots which absorb part of your damage while charged.<br />
|-<br />
![[Iridium Plate]]<br />
|{{Grid/Crafting Table<br />
|A1=Iridium Ore|B1=Advanced Alloy|C1=Iridium Ore<br />
|A2=Advanced Alloy|B2=Diamond|C2=Advanced Alloy<br />
|A3=Iridium Ore|B3=Advanced Alloy|C3=Iridium Ore<br />
|Output=Iridium Plate<br />
}}<br />
|Material used to craft QuantumSuit armor<br />
|-<br />
![[QuantumSuit Helmet|Quantum Helmet]]<br />
|{{Grid/Crafting Table<br />
|A1=|B1=Nano-Helmet|C1=<br />
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate<br />
|A3=Advanced Circuit|B3=Reinforced Glass|C3=Advanced Circuit<br />
|Output=Quantum-Helmet<br />
}}<br />
|[[EU|Energy]]-based helmet which lets you breathe underwater, replenishes your hunger and cures poison while charged.<br />
|-<br />
![[QuantumSuit Bodyarmor|Quantum Body Armor]]<br />
|{{Grid/Crafting Table<br />
|A1=Advanced Alloy|B1=Nano-Bodyarmor|C1=Advanced Alloy<br />
|A2=Iridium Plate|B2=Lapotron Crystal|C2=Iridium Plate<br />
|A3=Iridium Plate|B3=Advanced Alloy|C3=Iridium Plate<br />
|Output=Quantum-Bodyarmor<br />
}}<br />
|[[EU|Energy]]-based chestplate which absorbs all of your damage while charged.<br />
|-<br />
![[QuantumSuit Leggings|Quantum Leggings]]<br />
|{{Grid/Crafting Table<br />
|A1=Machine|B1=Lapotron Crystal|C1=Machine<br />
|A2=Iridium Plate|B2=Nano-Leggings|C2=Iridium Plate<br />
|A3=Glowstone Dust|B3=|C3=Glowstone Dust<br />
|Output=Quantum-Leggings<br />
}}<br />
|[[EU|Energy]]-based leggings which let you sprint more than 3 times faster, and while sprinting, jump higher.<br />
|-<br />
![[QuantumSuit Boots|Quantum Boots]]<br />
|{{Grid/Crafting Table<br />
|A1=Iridium Plate|B1=Nano-Boots|C1=Iridium Plate<br />
|A2=Rubber Boots|B2=Lapotron Crystal|C2=Rubber Boots<br />
|A3=|B3=|C3=|Output=Quantum-Boots<br />
}}<br />
|[[EU|Energy]]-based boots which absorb all of your fall damage while charged.<br />
|-<br />
<br />
|}<br />
<br />
=== Utility ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[BatPack|Bat-Pack]]<br />
|{{Grid/Crafting Table<br />
|A1=RE Battery (Charged)|B1=Electronic_Circuit|C1=RE Battery (Charged)<br />
|A2=RE Battery (Charged)|B2=Tin|C2=RE Battery (Charged)<br />
|A3=RE Battery (Charged)|C3=RE Battery (Charged)<br />
|Output=Bat-Pack<br />
}}<br />
|Chestplate which powers your electric tools using its energy of up to 60,000 [[EU]] while you are wearing it.<br />
|-<br />
![[LapPack]]<br />
|{{Grid/Crafting Table<br />
|A1=Lapis Lazuli Block|B1=Advanced Circuit |C1=Lapis Lazuli Block<br />
|A2=Lapis Lazuli Block|B2=Bat-Pack|C2=Lapis Lazuli Block<br />
|A3=Lapis Lazuli Block|C3=Lapis Lazuli Block<br />
|Output=LapPack<br />
}}<br />
|Upgraded version of the [[Batpack]] which can hold 300,000 [[EU]]<br />
|-<br />
![[Composite Armor Vest|Composite Armor]]<br />
|{{Grid/Crafting Table<br />
|A1=Advanced Alloy|C1=Advanced Alloy<br />
|A2=Advanced Alloy|B2=Iron Chestplate|C2=Advanced Alloy<br />
|A3=Advanced Alloy|B3=Leather_Tunic|C3=Advanced Alloy<br />
|Output=Composite Armor Vest<br />
}}<br />
|Super-durable chestplate, more than 3 times the durability of a diamond chestplate.<br />
|-<br />
![[Electric Jetpack]]<br />
|{{Grid/Crafting Table<br />
|A1=Refined Iron|B1=Advanced Circuit|C1=Refined Iron<br />
|A2=Refined Iron|B2=BatBox|C2=Refined Iron<br />
|A3=Glowstone Dust|C3=Glowstone Dust<br />
|Output=Electric Jetpack<br />
}}<br />
|[[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]].<br />
|-<br />
![[Jetpack]]<br />
|{{Grid/Crafting Table<br />
|A1=Refined Iron|B1=Electronic Circuit|C1=Refined Iron<br />
|A2=Refined Iron|B2=Fuel Can (Empty)|C2=Refined Iron<br />
|A3=Redstone|C3=Redstone<br />
|Output=Jetpack<br />
}}<br />
|[[Fuel]]-powered tool that allows the player to fly while worn as a chestplate. It lasts for 90 seconds when fully charged.<br />
|-<br />
![[CFPack]]<br />
|{{Grid/Crafting Table<br />
|A1=CF_Sprayer|B1=Electronic_Circuit|C1=CF_Sprayer<br />
|A2=Fuel_Can_(Empty)|B2=Tin|C2=Fuel_Can_(Empty)<br />
|A3=Fuel_Can_(Empty)|B3=|C3=Fuel_Can_(Empty)<br />
|Output=CFPack<br />
|Output link=CFPack<br />
}}<br />
|Chestplate that stores additional CF Pellets to automatically reload a CF Sprayer.<br />
|-<br />
![[Scuba Helmet]]<br />
|{{Grid/Crafting Table<br />
|B1=Orange Dye<br />
|A2=Rubber|B2=Glass|C2=Rubber<br />
|A3=Rubber|B3=Iron Bars|C3=Rubber<br />
|Output=Scuba Helmet<br />
|-<br />
}}<br />
|Helmet that refills your breath bar as long as you have compressed air cells in your inventory.<br />
|-<br />
![[Hazmat Suit]]<br />
|{{Grid/Crafting Table<br />
|A1=Rubber|C1=Rubber<br />
|A2=Rubber|B2=Orange Dye|C2=Rubber<br />
|A3=Rubber|B3=Orange Dye|C3=Rubber<br />
|Output=Hazmat Suit<br />
|-<br />
}}<br />
|A chestplate that provides protection from environmental dangers such as fire, lava, [[Nuclear Reactor|Nuclear Reactors]], and other effects.<br />
|-<br />
![[Hazmat Suit Leggings]]<br />
|{{Grid/Crafting Table<br />
|A1=Rubber|B1=Orange Dye|C1=Rubber<br />
|A2=Rubber|C2=Rubber<br />
|A3=Rubber|C3=Rubber<br />
|Output=Hazmat Suit Leggings<br />
|-<br />
}}<br />
|A pair of leggings that provide protection from environmental dangers such as fire, lava, [[Nuclear Reactor|Nuclear Reactors]], and other effects.<br />
|-<br />
![[Rubber Boots]]<br />
|{{Grid/Crafting Table<br />
|A1=Rubber|C1=Rubber<br />
|A2=Rubber|C2=Rubber<br />
|A3=Rubber|B3=Wool|C3=Rubber<br />
|Output=Rubber Boots<br />
|-<br />
}}<br />
|Boots that reduce your fall damage.<br />
|-<br />
![[Static Boots|Static Boots]]<br />
|{{Grid/Crafting Table<br />
|A1=Iron|A2=Iron|C1=Iron|C2=Iron<br />
|B2=Wool<br />
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable<br />
|Output=Static Boots<br />
}}<br />
|[[EU|Energy]]-based boots that will charge a [[BatPack]] or a [[LapPack]] while walking.<br />
|-<br />
![[Solar Helmet|Solar Helmet]]<br />
|{{Grid/Crafting Table<br />
|A1=Iron|A2=Iron|B1=Iron|C1=Iron|C2=Iron<br />
|B2=Solar_Panel<br />
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable<br />
|Output=Solar Helmet<br />
}}<br />
{{Grid/Crafting Table<br />
|B1=Iron Helmet<br />
|B2=Solar_Panel<br />
|A3=Insulated_Copper_Cable|B3=Insulated_Copper_Cable|C3=Insulated_Copper_Cable<br />
|Output=Solar Helmet<br />
}}<br />
|[[EU|Energy]]-based helmet that will charge a [[BatPack]] or a [[LapPack]] from the sunlight.<br />
|}<br />
<br />
== Tools ==<br />
=== Material ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Bronze Pickaxe]]<br />
|{{Grid/Crafting Table<br />
|A1=Bronze|B1=Bronze|C1=Bronze<br />
|B2=Stick<br />
|B3=Stick<br />
|Output=Bronze Pickaxe<br />
}}<br />
|Pickaxe with 30% more durability than iron.<br />
|-<br />
![[Bronze Shovel]]<br />
|{{Grid/Crafting Table<br />
|B1=Bronze<br />
|B2=Stick<br />
|B3=Stick<br />
|Output=Bronze Shovel<br />
}}<br />
|Shovel with 30% more durability than iron.<br />
|-<br />
![[Bronze Axe]]<br />
|{{Grid/Crafting Table<br />
|B1=Bronze|C1=Bronze<br />
|B2=Stick|C2=Bronze<br />
|B3=Stick<br />
|Output=Bronze Axe<br />
}}<br />
|Axe with 30% more durability than iron.<br />
|-<br />
![[Bronze Sword]]<br />
|{{Grid/Crafting Table<br />
|B1=Bronze<br />
|B2=Bronze<br />
|B3=Stick<br />
|Output=Bronze Sword<br />
}}<br />
|Sword with 30% more durability than iron.<br />
|-<br />
![[Bronze Hoe]]<br />
|{{Grid/Crafting Table<br />
|B1=Bronze|C1=Bronze<br />
|B2=Stick<br />
|B3=Stick<br />
|Output=Bronze Hoe<br />
}}<br />
|Hoe with 30% more durability than iron.<br />
|-<br />
|}<br />
<br />
<br />
=== Utility ===<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Treetap]]<br />
|{{Grid/Crafting Table<br />
|B1=Wooden Planks<br />
|A2=Wooden Planks|B2=Wooden Planks|C2=Wooden Planks<br />
|A3=Wooden Planks<br />
|Output=Treetap<br />
}}<br />
|Extracts [[Sticky Resin]] from [[Rubber Wood|rubber wood]] with resin holes in them upon right-clicking the wood.<br />
|-<br />
![[Wrench]]<br />
|{{Grid/Crafting Table<br />
|A1=Bronze|C1=Bronze<br />
|A2=Bronze|B2=Bronze|C2=Bronze<br />
|B3=Bronze<br />
|Output=Wrench<br />
}}<br />
|Removes machine with right click (there is a small chance that a machine will be gutted and drop only machine block or generator).<br />
|-<br />
![[Cutter]]<br />
|{{Grid/Crafting Table<br />
|A1=Refined Iron|C1=Refined Iron<br />
|B2=Refined Iron<br />
|A3=Iron|C3=Iron<br />
|Output=Cutter<br />
}}<br />
|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.<br />
|-<br />
![[Painter]]<br />
|{{Grid/Crafting Table<br />
|B1=Wool|C1=Wool<br />
|B2=Iron|C2=Wool<br />
|A3=Iron<br />
|Output=Painter<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=Painter|B1=Red Dye<br />
|Output=Painter (Red)<br />
}}<br />
|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.<br />
Have autorefill mode (via M key).<br />
|-<br />
![[EC-Meter]]<br />
|{{Grid/Crafting Table<br />
|B1=Glowstone Dust<br />
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable<br />
|A3=Insulated Copper Cable|C3=Insulated Copper Cable<br />
|Output=EC-Meter<br />
|Output-image=Grid_EC_Manipulator.png<br />
}}<br />
|Detects how many EU are passing through a cable upon right-clicking on one.<br />
Will provide missleading readings on many cases.<br />
|-<br />
![[Scaffold]]<br />
|{{Grid/Crafting Table<br />
|A1=Wooden Planks |B1=Wooden Planks |C1=Wooden Planks<br />
|A2=|B2=Stick |C2=<br />
|A3=Stick |B3=|C3=Stick<br />
|Output=Scaffold |OA=16<br />
}}<br />
|Easy to place, easy to demolish platforms that also work like ladders. Try with [[Construction Foam]].<br />
Provide better then anything fuel, since every scafford provide 750 EU when burned.<br />
Blacklisted in [[recycler]].<br />
|-<br />
![[Iron Scaffold]]<br />
|{{Grid/Crafting Table<br />
|A1=Refined Iron |B1=Refined Iron |C1=Refined Iron<br />
|A2=|B2=Iron Fence|C2=<br />
|A3=Iron Fence |B3=|C3=Iron Fence <br />
|Output=Iron Scaffold |OA=16<br />
}}<br />
|A sturdier version of the wooden scaffolding.<br />
|-<br />
![[CF Sprayer]]<br />
|{{Grid/Crafting Table<br />
|A1=Cobblestone|B1=Cobblestone<br />
|A2=Cobblestone|B2=Stick<br />
|C3=Cobblestone<br />
|Output=CF Sprayer<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=CF Pellet<br />
|B2=CF Sprayer<br />
|Output=CF Sprayer<br />
}}<br />
{{Grid/Crafting Table<br />
|A1=CF Pellet|B1=CF Pellet|C1=CF Pellet<br />
|A2=CF Pellet|B2=CF Sprayer|C2=CF Pellet<br />
|A3=CF Pellet|B3=CF Pellet|C3=CF Pellet<br />
|Output=CF Sprayer<br />
}}<br />
|Sprays [[Construction Foam]]. It can be recharged in a crafting table using [[CF Pellet|CF pellets]].<br />
|-<br />
|}<br />
<br />
=== Electric === <br />
<br />
Electric tools use energy instead of durability. They need recharging when they run out of energy, but they never wear out.<br />
{| class="wikitable"<br />
|-<br />
!width=120px|Name<br />
!width=256px|Recipe<br />
!Description<br />
|-<br />
![[Mining Drill]]<br />
|{{Grid/Crafting Table<br />
|B1=Refined Iron<br />
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron<br />
|A3=Refined Iron|B3=RE Battery|C3=Refined Iron<br />
|Output=Mining Drill<br />
}}<br />
|Electric pickaxe + shovel which is faster than a pickaxe and shovel. <br />
|-<br />
![[Diamond Drill]]<br />
|{{Grid/Crafting Table<br />
|B1=Diamond<br />
|A2=Diamond|B2=Mining Drill|C2=Diamond<br />
|Output=Diamond Drill<br />
}}<br />
|Upgraded [[Mining Drill|mining drill]] which is faster and can break obsidian at a faster speed. <br />
|-<br />
![[Chainsaw]]<br />
|{{Grid/Crafting Table<br />
|B1=Refined Iron|C1=Refined Iron<br />
|A2=Refined Iron|B2=Electronic Circuit|C2=Refined Iron<br />
|A3=RE Battery|B3=Refined Iron<br />
<br />
|Output=Chainsaw (Uncharged)<br />
|Output-image=Grid_Chainsaw.png<br />
}}<br />
|More efficient electric axe with the plus of being an effective MOB stopper.<br />
|! 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<br />
|-<br />
![[Electric Wrench]]<br />
|{{Grid/Crafting Table<br />
|C1=Wrench<br />
|B2=Electronic Circuit<br />
|A3=RE Battery<br />
|Output=Electric Wrench<br />
}}<br />
|Like a [[Wrench]], right-clicking on a machine with an electric wrench removes it. <br />
|Protip: Post 1.46v Electric wrenches toggle ability has a 100% chance to remove the machine. Tool is toggled by holding the "M" key and right clicking. <br />
|-<br />
![[Nano Saber]]<br />
|{{Grid/Crafting Table<br />
|A1=Glowstone Dust|B1=Advanced Alloy<br />
|A2=Glowstone Dust|B2=Advanced Alloy<br />
|A3=Carbon Plate|B3=Energy Crystal|C3=Carbon Plate<br />
|Output=Nano Saber<br />
}}<br />
|Sword that deals 20 damage when charged.<br />
|-<br />
![[Electric Treetap]]<br />
|{{Grid/Crafting Table<br />
|C1=Treetap<br />
|B2=Electronic Circuit<br />
|A3=RE Battery<br />
|Output=Electric Treetap<br />
}}<br />
|Treetap which uses EU<br />
|-<br />
![[Mining Laser]]<br />
|{{Grid/Crafting Table<br />
|A1=Redstone|B1=Energy Crystal|C1=Energy Crystal<br />
|A2=Advanced Alloy|B2=Advanced Alloy|C2=Advanced Circuit<br />
|B3=Advanced Alloy|C3=Advanced Alloy<br />
|Output=Mining Laser<br />
}}<br />
|Multipurpose laser which instantly breaks blocks.<br />
|-<br />
![[Electric Hoe]]<br />
|{{Grid/Crafting Table<br />
|A1=Refined Iron|B1=Refined Iron|C1=<br />
|A2=|B2=Electronic Circuit|C2=<br />
|A3=|B3=RE Battery|C3=<br />
|Output=Electric Hoe<br />
}}<br />
|Hoe which uses EU<br />
|<br />
<br />
To be completed. --[[User:RichardG|RichardG]]<sup>[[Special:Contributions/RichardG|c]]|[[Talk:RichardG|t]]</sup> 13:39, 2 November 2011 (CET)</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Tin_Can&diff=12712Tin Can2013-02-13T16:23:52Z<p>Luingar: </p>
<hr />
<div>The '''Tin Can''' is used along with the [[Canning Machine]] to store food as a stack-able item.<br />
<br />
<br />
== Recipe ==<br />
<br />
{{Grid/Crafting Table<br />
|A1=Tin|C1=Tin<br />
|A2=Tin|B2=Tin|C2=Tin<br />
|Output=Tin Can|OA=4<br />
}}<br />
<br />
== HAYO ==<br />
<br />
And now, it's time for another lifesaver! And no, i don't mean SteelPeelz, though this would be lifesaving in many situations as well. [[file:picture_na.png|right|link=]]<br />
<br />
I present you, ''Tin Cans''.<br />
<br />
Now you probably ask "What can a ''Tin Can'' do to save my life?"<br />
<br />
Weren't you ever peacefully exploring the vast landscape and got '''suddenly attacked by hordes of suddenly appearing, highly dangerous monsters'''?<br />
<br />
Sure, with the right equipment, exspecially if you are using our precious technology, you can fend these beast off. <br />
<br />
But somewhen, you get hungry, and what then?<br />
<br />
'''For long travels, you will need abnormous amounts of food'''. And as everyone knows, food takes up quite a lot of space in every backpack.<br />
<br />
And this is very the ''Tin Can'' comes in: Using the [[Canning Machine|Unmobile Food Canning Machine GTA-4]] '''you can FILL ''Tin Cans'' with food''' so you don't have to carry OVER NINE different kinds of food with you, but just on type of tin can filled with a healthy, yet tasty mash. HAYO!<br />
<br />
Not only that, but with our patented t7600 [[quantumsuit helmet]] you can attach a ''Tin Can'' to any port in our f200 series inventory management system and the helmet will AUTOMATICALLY stuff the FOOD into your FACE!<br />
<br />
<br />
<br />
{{Navigation}}<br />
<br />
[[Category:Tools]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Scrap_Box&diff=12187Scrap Box2012-11-16T02:51:11Z<p>Luingar: + Hayo, +Massfab -whiny crap comment</p>
<hr />
<div>[[Scrap Box]] can be tossed into a [[Mass Fabricator]] for 45 000 amplifier.<br />
<br />
All you have to do is '''right click with the box in hand'''.<br />
<br />
You can get a random resource, like a Single-use Battery, Golden Helmet, random Ore, Grass, Dust or... Diamond!<br />
<br />
Alternatively you can put your scrap boxes into a Dispenser, wire a redstone clock to it and '''make it rain random items!!! HAYO!!'''<br />
<br />
== Items ==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Item<br />
! Chance (Percentage (Weight), 1.71)<br />
! Chance (out of 10000, 1.337+)<br />
! Chance (out of 10000, Pre-1.337)<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Bone Bone]<br />
| align="center" | 1.89% (1.0)<br />
|<br />
|<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Bread Bread]<br />
| align="center" | 2.84% (1.5)<br />
| align="center" | 290<br />
| align="center" |Â 370<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Cake Cake]<br />
| align="center" | 0.95% (0.5)<br />
| align="center" | 97<br />
| align="center" | 278<br />
|-<br />
| align="left" | [[Dusts|Coal Dust]]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 260<br />
|-<br />
| align="left" | [[Canned Food|Canned Food (Opened)]]<br />
| align="center" | 2.84% (1.5)<br />
| align="center" | 290<br />
| align="center" | 276<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Cooked_Beef Cooked Beef]<br />
| align="center" | 1.70% (0.9)<br />
|<br />
|<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Cooked_Chicken Cooked Chicken]<br />
| align="center" | 1.70% (0.9)<br />
|<br />
|<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Cooked_Porkchop Cooked Porkchop]<br />
| align="center" | 1.70% (0.9)<br />
| align="center" | 174<br />
| align="center" | 312<br />
|-<br />
| align="left" | [[Dusts|Copper Dust]]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 322<br />
|-<br />
| align="left" | [[Copper Ore]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 324<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Diamond Diamond]<br />
| align="center" | 0.19% (0.1)<br />
| align="center" | 19<br />
| align="center" | 294<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Dirt Dirt]<br />
| align="center" | 9.47% (5.0)<br />
| align="center" | 965<br />
| align="center" | 620<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Feather Feather]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" | <br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Gravel Gravel]<br />
| align="center" | 5.68% (3.0)<br />
| align="center" | 579<br />
| align="center" | <br />
|-<br />
| align="left" | [[Dusts|Gold Dust]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 308<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Gold_Helmet Gold Helmet]<br />
| align="center" | 0.95% (0.5)<br />
| align="center" | 97<br />
| align="center" | 296<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Gold_Ore Gold Ore]<br />
| align="center" | 0.95% (0.5)<br />
| align="center" | 97<br />
| align="center" |Â 370<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Glowstone_Dust Glowstone Dust]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 336<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Grass_Block Grass]<br />
| align="center" | 5.68% (3.0)<br />
| align="center" | 579<br />
| align="center" |Â 308<br />
|-<br />
| align="left" | [[Dusts|Iron Dust]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 298<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Iron_Ore Iron Ore]<br />
| align="center" | 0.95% (0.5)<br />
| align="center" | 97<br />
| align="center" | 316<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Leather Leather]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" | 290<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Minecart Minecart]<br />
| align="center" | 1.70% (0.9)<br />
| align="center" | 174<br />
| align="center" |Â 318<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Netherrack Netherrack]<br />
| align="center" | 3.79% (2.0)<br />
| align="center" | 386<br />
| align="center" | 286<br />
|-<br />
| align="left" | [[Plantball]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 290<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Pumpkin Pumpkin]<br />
| align="center" | 1.70% (0.9)<br />
| align="center" | 174<br />
| align="center" | 300<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Red_Apple Red Apple]<br />
| align="center" | 2.84% (1.5)<br />
| align="center" | 290<br />
| align="center" | 280<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Redstone_Dust Redstone Dust]<br />
| align="center" | 1.70% (0.9)<br />
| align="center" | 174<br />
| align="center" | 276<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Rotten_Flesh Rotten Flesh]<br />
| align="center" | 3.79% (2.0)<br />
|<br />
|<br />
|-<br />
| align="left" | [[Rubber]]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 342<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Sandstone Sandstone]<br />
|<br />
| align="center" | <br />
| align="center" | 238<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Sign Sign]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" | 208<br />
|-<br />
| align="left" | [[Single-Use Battery]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135 <br />
| align="center" | 320<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Slimeball Slimeball]<br />
| align="center" | 1.14% (0.6)<br />
| align="center" | 116 <br />
| align="center" | 326<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Stick Stick]<br />
| align="center" | 7.57% (4.0)<br />
| align="center" | 772 <br />
| align="center" | <br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Soul_Sand Soul Sand]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" | 308<br />
|-<br />
| align="left" | [[Dusts|Tin Dust]]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 330<br />
|-<br />
| align="left" | [[Tin Ore]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 298<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Hoe Wooden Hoe]<br />
| align="center" | 9.49% (5.01)<br />
| align="center" | 967<br />
| align="center" | 302<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Pickaxe Wooden Pickaxe]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" |<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Sword Wooden Sword]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193 <br />
| align="center" | <br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Shovel Wooden Shovel]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193 <br />
| align="center" |<br />
|-<br />
|}<br />
* 1.71 weights are gathered from code; percentages are calculated from that.<br />
* A flag, mod_IC2.suddenlyHoes (added in 1.337), can change the probability weight of Wooden Hoes to [http://tvtropes.org/pmwiki/pmwiki.php/Main/PowerLevels 9001], reducing the chances of getting anything other than Wooden Hoes to 0.53% (about 1 in 186).<br />
<br />
<br />
== Recipe ==<br />
<br />
{{Grid/Crafting Table<br />
|A1=Some random scrap|B1=Some random scrap|C1=Some random scrap<br />
|A2=Some random scrap|B2=Some random scrap|C2=Some random scrap<br />
|A3=Some random scrap|B3=Some random scrap|C3=Some random scrap<br />
<br />
|Output=Scrap Box<br />
}}<br />
<br />
{{Navigation}}<br />
<br />
[[Category:Resources]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Scrap_Box&diff=12186Scrap Box2012-11-16T02:50:07Z<p>Luingar: Undo revision 12185 by Einstein9073 (talk)</p>
<hr />
<div>With these stinky boxes you can get something.[[file:picture_na.png|right|link=]]<br />
<br />
All you have to do is '''right click with the box in hand'''.<br />
<br />
You can get a random resource, like a Single-use Battery, Golden Helmet, random Ore, Grass, Dust or... Diamond!<br />
<br />
Alternatively you can put your scrap boxes into a Dispenser, wire a redstone clock to it and '''make it rain random items!!! HAYO!!'''<br />
<br />
== Items ==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Item<br />
! Chance (Percentage (Weight), 1.71)<br />
! Chance (out of 10000, 1.337+)<br />
! Chance (out of 10000, Pre-1.337)<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Bone Bone]<br />
| align="center" | 1.89% (1.0)<br />
|<br />
|<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Bread Bread]<br />
| align="center" | 2.84% (1.5)<br />
| align="center" | 290<br />
| align="center" |Â 370<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Cake Cake]<br />
| align="center" | 0.95% (0.5)<br />
| align="center" | 97<br />
| align="center" | 278<br />
|-<br />
| align="left" | [[Dusts|Coal Dust]]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 260<br />
|-<br />
| align="left" | [[Canned Food|Canned Food (Opened)]]<br />
| align="center" | 2.84% (1.5)<br />
| align="center" | 290<br />
| align="center" | 276<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Cooked_Beef Cooked Beef]<br />
| align="center" | 1.70% (0.9)<br />
|<br />
|<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Cooked_Chicken Cooked Chicken]<br />
| align="center" | 1.70% (0.9)<br />
|<br />
|<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Cooked_Porkchop Cooked Porkchop]<br />
| align="center" | 1.70% (0.9)<br />
| align="center" | 174<br />
| align="center" | 312<br />
|-<br />
| align="left" | [[Dusts|Copper Dust]]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 322<br />
|-<br />
| align="left" | [[Copper Ore]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 324<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Diamond Diamond]<br />
| align="center" | 0.19% (0.1)<br />
| align="center" | 19<br />
| align="center" | 294<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Dirt Dirt]<br />
| align="center" | 9.47% (5.0)<br />
| align="center" | 965<br />
| align="center" | 620<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Feather Feather]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" | <br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Gravel Gravel]<br />
| align="center" | 5.68% (3.0)<br />
| align="center" | 579<br />
| align="center" | <br />
|-<br />
| align="left" | [[Dusts|Gold Dust]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 308<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Gold_Helmet Gold Helmet]<br />
| align="center" | 0.95% (0.5)<br />
| align="center" | 97<br />
| align="center" | 296<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Gold_Ore Gold Ore]<br />
| align="center" | 0.95% (0.5)<br />
| align="center" | 97<br />
| align="center" |Â 370<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Glowstone_Dust Glowstone Dust]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 336<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Grass_Block Grass]<br />
| align="center" | 5.68% (3.0)<br />
| align="center" | 579<br />
| align="center" |Â 308<br />
|-<br />
| align="left" | [[Dusts|Iron Dust]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 298<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Iron_Ore Iron Ore]<br />
| align="center" | 0.95% (0.5)<br />
| align="center" | 97<br />
| align="center" | 316<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Leather Leather]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" | 290<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Minecart Minecart]<br />
| align="center" | 1.70% (0.9)<br />
| align="center" | 174<br />
| align="center" |Â 318<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Netherrack Netherrack]<br />
| align="center" | 3.79% (2.0)<br />
| align="center" | 386<br />
| align="center" | 286<br />
|-<br />
| align="left" | [[Plantball]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 290<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Pumpkin Pumpkin]<br />
| align="center" | 1.70% (0.9)<br />
| align="center" | 174<br />
| align="center" | 300<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Red_Apple Red Apple]<br />
| align="center" | 2.84% (1.5)<br />
| align="center" | 290<br />
| align="center" | 280<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Redstone_Dust Redstone Dust]<br />
| align="center" | 1.70% (0.9)<br />
| align="center" | 174<br />
| align="center" | 276<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Rotten_Flesh Rotten Flesh]<br />
| align="center" | 3.79% (2.0)<br />
|<br />
|<br />
|-<br />
| align="left" | [[Rubber]]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 342<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Sandstone Sandstone]<br />
|<br />
| align="center" | <br />
| align="center" | 238<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Sign Sign]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" | 208<br />
|-<br />
| align="left" | [[Single-Use Battery]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135 <br />
| align="center" | 320<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Slimeball Slimeball]<br />
| align="center" | 1.14% (0.6)<br />
| align="center" | 116 <br />
| align="center" | 326<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Stick Stick]<br />
| align="center" | 7.57% (4.0)<br />
| align="center" | 772 <br />
| align="center" | <br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Soul_Sand Soul Sand]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" | 308<br />
|-<br />
| align="left" | [[Dusts|Tin Dust]]<br />
| align="center" | 1.51% (0.8)<br />
| align="center" | 154<br />
| align="center" | 330<br />
|-<br />
| align="left" | [[Tin Ore]]<br />
| align="center" | 1.33% (0.7)<br />
| align="center" | 135<br />
| align="center" | 298<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Hoe Wooden Hoe]<br />
| align="center" | 9.49% (5.01)<br />
| align="center" | 967<br />
| align="center" | 302<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Pickaxe Wooden Pickaxe]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193<br />
| align="center" |<br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Sword Wooden Sword]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193 <br />
| align="center" | <br />
|-<br />
| align="left" | [http://www.minecraftwiki.net/wiki/Shovel Wooden Shovel]<br />
| align="center" | 1.89% (1.0)<br />
| align="center" | 193 <br />
| align="center" |<br />
|-<br />
|}<br />
* 1.71 weights are gathered from code; percentages are calculated from that.<br />
* A flag, mod_IC2.suddenlyHoes (added in 1.337), can change the probability weight of Wooden Hoes to [http://tvtropes.org/pmwiki/pmwiki.php/Main/PowerLevels 9001], reducing the chances of getting anything other than Wooden Hoes to 0.53% (about 1 in 186).<br />
<br />
<br />
== Recipe ==<br />
<br />
{{Grid/Crafting Table<br />
|A1=Some random scrap|B1=Some random scrap|C1=Some random scrap<br />
|A2=Some random scrap|B2=Some random scrap|C2=Some random scrap<br />
|A3=Some random scrap|B3=Some random scrap|C3=Some random scrap<br />
<br />
|Output=Scrap Box<br />
}}<br />
<br />
{{Navigation}}<br />
<br />
[[Category:Resources]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Talk:Copper_Ore&diff=11989Talk:Copper Ore2012-10-13T04:51:22Z<p>Luingar: Created page with "can we get a picture of copper ore that doesn't have a texture pack or crosshairs?"</p>
<hr />
<div>can we get a picture of copper ore that doesn't have a texture pack or crosshairs?</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Talk:Neutron_Reflector&diff=11972Talk:Neutron Reflector2012-10-11T13:29:38Z<p>Luingar: Created page with " ==Bug== so it doesn't make the uranium pulse again or what? ~~~~"</p>
<hr />
<div><br />
==Bug==<br />
so it doesn't make the uranium pulse again or what?<br />
[[User:Luingar|Luingar]] 15:29, 11 October 2012 (CEST)</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Construction_Foam&diff=11922Construction Foam2012-10-05T22:17:55Z<p>Luingar: </p>
<hr />
<div>{{Block<br />
|image=Construction_Foam_ig.png<br />
|type=Block<br />
|gravity=No<br />
|dirt=No<br />
|transparent=Yes<br />
|light=No<br />
|tool=None<br />
|stackable=Yes (64)<br />
}}<br />
''Construction Foam'' (CF) is a quick and effective construction material for defending against mobs.<br />
Players are able to break the foam before it hardens in no time. However, broken foam cannot be harvested.<br />
<br />
After it's placed, it will eventually turn into a solid [[Construction Foam Wall|CF Wall]], which is explosion resistant and [[Painter|paintable]].<br />
With an explosion resistance of 60, it will resist TNT, [[Industrial TNT|ITNT]], and {{mp|Creepers}}, but [[Reinforced Stone]] is a better choice for protecting against things like nuclear reactor explosions and [[Mining Laser|lasers]].<br />
<br />
Wall blocks harden at varying rates. Foam hardens at 0.6% per 25 seconds, per light level. Foam placed in total darkness will never solidify.<br />
Right-clicking on foam with a block of sand will cause the foam to harden instantly, but the block of sand will be consumed in the process.<br />
<br />
Players, mobs, and animals can walk through foam until it fully hardens (although the risk of suffocation or getting stuck in a new wall is high).<br />
<br />
As of 1.70, CF can cover & harden around a placed cable, creating a block that functions as a cable but looks like a CF wall. When a "CF-cable" block is destroyed, it drops the cable it was created with.<br />
<br />
You can spray ''CF'' with the [[CF Sprayer]] too. Place Construction Foam in a [[Compressor]] to create [[CF Pellet|CF Pellets]]. Load the CF Pellets into the CF Sprayer and you're good to go. The sprayer's capacity can be increased with the use of a [[CFPack]].<br />
<br />
Currently a single pellet will place a glob of 13 blocks of foam. Using [[Scaffold|scaffolding]] will allow you to arrange those 13 blocks into desired shapes, the most common being a straight line. See the [[CF Sprayer]] page for more details.<br />
<br />
<br />
== Recipe ==<br />
{{Grid/Crafting Table<br />
|A1=Clay Dust|B1=Water Bucket|C1=Coal Dust<br />
|A2=Redstone|B2=|C2=<br />
|A3=|B3=|C3=<br />
|Output=Construction Foam|OA=3<br />
}}<br />
<br />
{{Grid/Crafting Table<br />
|A1=Clay Dust|B1=Water Cell|C1=Coal Dust<br />
|A2=Redstone|B2=|C2=<br />
|A3=|B3=|C3=<br />
|Output=Construction Foam|OA=3<br />
}}<br />
''Note: Both recipies are shapeless (i.e. any item can go in any square on the crafting grid), and the second recipie will consume the Water Cell.''<br />
<br />
<br />
{{Navigation}}<br />
[[Category:Blocks]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Dusts&diff=11921Dusts2012-10-05T22:16:28Z<p>Luingar: Macerating clay only makes one dust.</p>
<hr />
<div> [[file:picture_na.png|right|link=http://wiki.industrial-craft.square7.ch/wiki/index.php?title=MFE_Transmitter|Picture not available]]<br />
<br />
Dusts are gained from macerating their respective ores. With the exception of coal, which only returns one dust per piece, all ores when macerated will give 2 dusts of their type. <br />
<br />
== Recipes ==<br />
<br />
=== Dusts (from Blocks) ===<br />
<br />
{|<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Copper Ore<br />
|Bottom=RE Battery (Charged)<br />
|Output=Copper Dust|OA=2<br />
}}<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Tin Ore<br />
|Bottom=RE Battery (Charged)<br />
|Output=Tin Dust|OA=2<br />
}}<br />
|-<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Gold Ore<br />
|Bottom=RE Battery (Charged)<br />
|Output=Gold Dust|OA=2<br />
}}<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Iron Ore<br />
|Bottom=RE Battery (Charged)<br />
|Output=Iron Dust|OA=2<br />
}}<br />
|-<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Coal<br />
|Bottom=RE Battery (Charged)<br />
|Output=Coal Dust<br />
}}<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Clay<br />
|Bottom=RE Battery (Charged)<br />
|Output=Clay Dust<br />
}}<br />
|-<br />
|<small>Note: Coal Dust cannot be made out of Charcoal.</small><br />
|}<br />
<br />
<br />
=== Dusts (from Ingots) ===<br />
{|<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Copper<br />
|Bottom=RE Battery (Charged)<br />
|Output=Copper Dust<br />
}}<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Tin<br />
|Bottom=RE Battery (Charged)<br />
|Output=Tin Dust<br />
}}<br />
|-<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Bronze<br />
|Bottom=RE Battery (Charged)<br />
|Output=Bronze Dust<br />
}}<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Iron<br />
|Bottom=RE Battery (Charged)<br />
|Output=Iron Dust<br />
}}<br />
|-<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Refined Iron<br />
|Bottom=RE Battery (Charged)<br />
|Output=Iron Dust<br />
}}<br />
|{{Grid/Machine<br />
|Type=Macerator<br />
|Top=Gold<br />
|Bottom=RE Battery (Charged)<br />
|Output=Gold Dust<br />
}}<br />
|}<br />
<br />
=== [[Bronze]] Dust ===<br />
<br />
{{Grid/Crafting Table<br />
|A1=|B1=|C1=<br />
|A2=Copper Dust|B2=Copper Dust|C2=<br />
|A3=Copper Dust|B3=Tin Dust|C3=<br />
|Output=Bronze Dust|OA=2<br />
}}<br />
The Bronze Dust recipe is shapeless.<br />
Note: There's no way to separate the tin/copper dusts afterwards.<br />
<br />
== Usage ==<br />
<br />
Dusts, apart from coal dust and glowstone dust, can be smelted into ingots, allowing for 2 ingots per ore. Dusts may also be used in a variety of recipes for machines and items.<br />
<br />
{{Grid/Machine<br />
|Type=Electro Furnace<br />
|Top=Iron Dust<br />
|Bottom=RE Battery (Charged)<br />
|Output=Iron<br />
}}<br />
<br />
{{Grid/Crafting Table<br />
|A1=Redstone|B1=Gold Dust|C1=Redstone<br />
|A2=Gold Dust|B2=Redstone|C2=Gold Dust<br />
|A3=Redstone|B3=Gold Dust|C3=Redstone<br />
|Output=Glowstone Dust<br />
}}<br />
<br />
{{Grid/Crafting Table<br />
|A1=Redstone|B1=Coal Dust|C1=Redstone<br />
|A2=Coal Dust|B2=Redstone|C2=Coal Dust<br />
|A3=Redstone|B3=Coal Dust|C3=Redstone<br />
|Output=Gunpowder|OA=3<br />
}}<br />
<br />
{|<br />
|{{Grid/Crafting Table<br />
|A1=Copper Dust|B1=Tin Dust|C1=Copper Dust<br />
|A2=Tin Dust|B2=Copper Dust|C2=Tin Dust<br />
|A3=Copper Dust|B3=Tin Dust|C3=Copper Dust<br />
|Output=Iron Dust Heap<br />
}}<br />
|{{Grid/Crafting Table<br />
|A1=Tin Dust|B1=Copper Dust|C1=Tin Dust<br />
|A2=Copper Dust|B2=Tin Dust|C2=Copper Dust<br />
|A3=Tin Dust|B3=Copper Dust|C3=Tin Dust<br />
|Output=Iron Dust Heap<br />
}}<br />
|-<br />
|{{Grid/Crafting Table<br />
|A1=Iron Dust Heap|B1=Iron Dust Heap<br />
|Output=Iron Dust<br />
}}<br />
|}<br />
<br />
== HAYO ==<br />
<br />
Mhhh, how I can describe these Dusts?<br />
<br />
Well... They aren't something special... I mean:<br />
<br />
That's only FRIKKIN DUST!<br />
<br />
{{Navigation}}<br />
<br />
[[Category:Resources]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Clay&diff=11920Clay2012-10-05T22:15:45Z<p>Luingar: </p>
<hr />
<div>You can mine for clay balls and arrange it in a 2x2 square in the crafting table. It will give you a Clay Block.<br />
<br />
{{Grid/Crafting Table<br />
|A1=ClayBall | B1=Clayball<br />
|A2=ClayBall|B2=ClayBall<br />
|Output=Clay|OA=1<br />
}}<br />
<br />
Clay Blocks can be ground into dust in a macerator, which can then be crafted with water, redstone, and coal dust to make [[Construction_Foam|construction foam]].</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Clay&diff=11919Clay2012-10-05T22:14:40Z<p>Luingar: </p>
<hr />
<div>You can mine for clay balls and arrange it in a 2x2 square in the crafting table. It will give you a Clay Block.<br />
<br />
{{Grid/Crafting Table<br />
|A1=ClayBall | B1=Clayball<br />
|A2=ClayBall|B2=ClayBall<br />
|Output=Clay|OA=1<br />
}}<br />
<br />
Clay Blocks can be ground into dust in a macerator, which can then be crafted with water, redstone, and coal dust to make [[construction foam]].</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Clay&diff=11905Clay2012-10-05T00:51:35Z<p>Luingar: </p>
<hr />
<div>You can mine for clay balls and arrange it in a 2x2 square in the crafting table. It will give you a Clay Block.<br />
<br />
{{Grid/Crafting Table<br />
|A1=ClayBall | B1=Clayball<br />
|A2=ClayBall|B2=ClayBall<br />
|Output=Clay|OA=1<br />
}}<br />
<br />
Clay Blocks can be ground into dust in a macerator, which can then be crafted with water, redstone, and coal dust to make construction foam.</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Talk:Clay&diff=11904Talk:Clay2012-10-05T00:50:08Z<p>Luingar: Blanked the page</p>
<hr />
<div></div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&diff=11876Nuclear Reactor2012-10-02T05:59:42Z<p>Luingar: </p>
<hr />
<div>{{Block<br />
|image=Nuclear_Reactor_ig.png<br />
|type=Generator<br />
|gravity=No<br />
|dirt=No<br />
|transparent=No<br />
|light=No<br />
|tool=bwrench<br />
|stackable=Yes (64)<br />
}}<br />
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.<br />
<br />
Copper [[cable]] is sufficient for basic reactors, advanced reactors will require gold or even HV cable.<br />
<br />
Each cell will last 10,000 seconds (~2h 47min) inside the reactor, providing at least 5EU/t power (at least 1 million EU per cell). A very efficient setup can give more than 73 million EU per uranium ore.<br />
<br />
You can enlarge the space of your reactor by placing up to 6 additional [[Reactor Chamber]]s directly adjacent to the reactor.<br />
<br />
With '''IndustrialCraft²''', 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't completely changed: nuclear meltdowns!<br />
<br />
As of Minecraft 1.3.2 '''IndustrialCraft²''' has had a second re-write of the Nuclear Reactor with additional components and removed environmental effects such as water and Ice cooling.<br />
<br />
<span class="pops">[http://forum.industrial-craft.net/index.php?page=Thread&postID=74761#post74761 Helpful forum post]</span><br />
<br />
<br />
<span class="mw-headline" style="font-size: 14pt" id="Recipe">Recipe</span><br />
----<br />
{{Grid/Crafting Table<br />
|B1=Advanced Circuit<br />
|A2=Reactor Chamber|B2=Reactor Chamber|C2=Reactor Chamber<br />
|B3=Generator<br />
|Output=Nuclear Reactor<br />
}}<br />
<br />
<br />
<span class="mw-headline" style="font-size: 14pt" id="Usage">Usage</span><br />
----<br />
Reactors are complex and not for the faint of heart. A bad design can suddenly replace your house with a nice new crater.<br />
<br />
__TOC__<br />
<br />
=Basic Reactor Setup=<br />
Once you have your reactor, you want to get some power out of it. The nuclear reactor acts like a chest. Place the right components in the reactor in the right locations, and voila -- nearly free energy! Place the wrong components or in the wrong locations, and BOOM!<br />
<br />
The simplest reactor contains one [[Uranium Cell]] and one [[Heat Vent]]<br />
{{Grid/Reactor<br />
|A1=Uranium Cell|A2=Heat vents}}<br />
<br />
If you apply a redstone signal with a lever, this reactor will produce 5 EU/t. It will also generate 4 heat per second into the heat vent, and the heat vent will try to dissipate 6 units heat, only find 4, and dissipate that. Which brings us to a key concept in reactor design: heat<br />
<br />
Heat is generated every second by any uranium cell which is generating EU. It can either go into a component (such as the heat vent) or into the reactor vessel itself. If too much accumulates in a component, that component is destroyed. If too much accumulates in the reactor, the reactor will start doing Bad Things, such as poisoning players in the area, or exploding violently. Heat is bad. Fortunately, there are many tools to help you deal with heat.<br />
<br />
==Heat Manipulation Tools==<br />
===Vents===<br />
These devices get rid of heat, releasing it to the outer air where it does no harm. They come in five varieties, each useful in different circumstances.<br />
;[[File:Grid_Heat_Vent.png]] [[Heat Vent]]: dissipate 6 heat from themselves every second<br />
;[[File:Grid_Reactor_Heat_Vent.png]] [[Reactor Heat Vent]]: move 5 heat from the reactor vessel to itself and dissipates 5 heat every second. This has the advantage that it can function effectively anywhere in the reactor, not just next to the uranium cell.<br />
;[[File:Grid_Advanced_Heat_Vent.png]] [[Advanced Heat Vent]]: an improvement to a basic heat vent, this component dissipates 12 heat from itself<br />
;[[File:Grid_Component_Heat_Vent.png]] [[Component Heat Vent]]: This vent dissipates 4 heat from each surrounding component.<br />
;[[File:Grid_Overclocked_Heat_Vent.png]] [[Overclocked Heat Vent]]: This vent moves 36 heat from the reactor to itself and then dissipates 20 heat from itself. This will cause the component to overheat if steps are not taken to cool this component.<br />
<br />
To summarize<br />
{| class="wikitable" <br />
! name !! heat dissipated !! heat pulled from reactor !! maximum accumulated heat<br />
|-<br />
| [[Heat Vent]] || 6 || 0 || 1000 <br />
|-<br />
| [[Reactor Heat Vent]] || 5 || 5 || 1000 <br />
|-<br />
| [[Advanced Heat Vent]] || 12 || 0 || 1000 <br />
|-<br />
| [[Overclocked Heat Vent]] || 20 || 36 || 1000 <br />
|-<br />
| [[Component Heat Vent]] || 4* || 0 || 1000 <br />
|}<br />
<br />
===Heat Exchangers===<br />
Another tool in your heat-control toolbox is heat exchangers, which do not dissipate heat, but instead move it around, hopefully to where it can be dissipated more easily. Heat exchangers work intelligently, seeking to make every component they interact be equally far from disintegration. <br />
<br />
For instance, if a basic heat exchanger (which is destroyed at 2500 heat) was transferring heat from itself to the reactor (which usually is destroyed at 10 000 heat), and there was 1250 heat in between the two of them, would try to give the reactor 1000 heat (10% of the reactor's capacity) and itself 250 heat (10% of its capacity.<br />
<br />
There are four types.<br />
; [[File:Grid_Heat_Exchanger]] [[Heat Exchanger]]: These will first exchange up to 12 heat with each surrounding component, and then up to 4 with the reactor itself.<br />
; [[File:Grid_Advanced_Heat_Exchanger]] [[Advanced Heat Exchanger]]: These transfer up to 24 heat with each surrounding component, and then up to 8 with the reactor.<br />
; [[File:Grid_Core_Heat_Exchanger]] [[Core Heat Exchanger]]: These transfer up to 72 heat with the reactor, put will not move heat to or from nearby components. These will usually be at the same percent capacity as the reactor, so they are useful as a kind of thermometer for your reactor.<br />
; [[File:Grid_Component_Heat_Exchanger]] [[Component Heat Exchanger]]: These transfer up to 36 heat with each adjacent component, but does not transfer any with the reactor itself.<br />
<br />
In summary<br />
{| class="wikitable"<br />
! name !! transfer to adjacent !! transfer to core !! max heat <br />
|-<br />
| [[Heat Exchanger]] || 12 || 4 || 2500<br />
|-<br />
| [[Advanced Heat Exchanger]] || 24 || 8 || 5000<br />
|-<br />
| [[Core Heat Exchanger]] || 0 || 72 || 2500<br />
|-<br />
| [[Component Heat Exchanger]] || 24 || 0 || 2500<br />
|}<br />
<br />
===Cooling Cells and Condensators===<br />
Cooling Cells and Condensators have the capacity to absorb large amounts of heat. Condensators play the role of Single Use Coolant. <br />
<br />
Condensators absorb and eliminate heat instantly, but can only be recharged on a crafting table.<br />
Coolant Cells absorb heat instantly, but cannot dissipate on their own. (Some combination of Heat Exchangers and Heat Vents are required to cool off a Coolant Cell - or you can just let it melt and replace it.) <br />
<br />
{| class="wikitable"<br />
! name !! heat dissipated before destruction <br />
|-<br />
| 10k [[Coolant Cell]] || 10 000<br />
|-<br />
| 30k [[Coolant Cell]] || 30 000<br />
|-<br />
| 60k [[Coolant Cell]] || 60 000<br />
|-<br />
| [[RSH-Condensator]] || 20 000<br />
|-<br />
| [[LZH-Condensator]] || 100 000<br />
|}<br />
<br />
[[RSH-Condensator|RSH-Condensator]] are recharged with redstone dust. Each redstone dust restores 10k of coolant potential. <br />
[[LZH-Condensator|LZH-Condensators]] are recharged with either lapis lazuli, which restores 40k, or with redstone dust, which only restores 5k.<br />
<br />
==Efficiency==<br />
A single lone uranium cell will produce 5 EU/t, or a not-inconsiderable 1 million EU over its lifetime. But two cells next to each other will produce four times the power and energy. This is because of neutron pulses. Each second, each uranium cell sends a pulse to each adjacent component. A uranium pulse which receives a neutron pulse is made more efficient, and delivers an additional 5 EU/t. <br />
<br />
For example if cell A and cell B are next to each other, <br />
{{Grid/Reactor<br />
| A1=Uranium Cell |A2=Uranium Cell<br />
}}<br />
A will make 5 EU/t on its own, B will make 5 EU/t on its own. But A will make 5 EU/t more because it receives a pulse from B, and B will make 5 EU/t more because it receives a pulse from A, for a total of 20 EU/t. This does not reduce the 10 000 s operating lifetime of the cells, so you get twice the power and energy per uranium cell used.<br />
<br />
The efficiency of a cell is how many times over it produces 5 EU/t. In the previous example, the efficiency of the cells was 2, because each cell produced 10 EU/t = 2 * 5 EU/t.<br />
<br />
But this efficiency comes at a cost in heat. Uranium cells which produce more energy generate more heat. <br />
<br />
{| class="wikitable"<br />
|-<br />
! efficiency !! heat generated !! heat/efficiency<br />
|-<br />
|1 || 4 || 4<br />
|-<br />
|2 || 12 || 6<br />
|-<br />
|3 || 24 || 8<br />
|-<br />
|4 || 40 || 10<br />
|-<br />
|5 || 60 || 12<br />
|-<br />
|6 || 84 || 14<br />
|-<br />
|7 || 112 || 16<br />
|-<br />
|17 || 612 || 36<br />
|}<br />
<br />
One of the major problems of nuclear engineering is to balance efficiency against the problems the extra heat generates.<br />
<br />
===Dual and Quad Uranium Cells===<br />
Important tools to help make more efficient generators are the [[Dual Uranium Cell]] and the [[Quad Uranium Cell]]. A dual cell is a single component which functions like a pair of uranium cells next to each other. Alone it generates 20 EU/t, 24 heat, and sends two neutron pulses to each adjacent component. It efficiency is calculated as how many times each cell produces 5 EU/t, so a dual cell producing 20 EU/t has an efficiency of 2, and so produces 12 heat per cell, or 24 heat total. Every time a dual cell receives a neutron pulse it generates an additional 5 EU/t.<br />
<br />
The [[Quad Uranium Cell]] is similar, but considered four uranium cells in a square, in one component. It thus generates 60 EU/t, and 96 heat if alone. These components allow efficiencies as high as 17, but normally won't exceed 7.<br />
<br />
''Bug'': In version 1.106, the dual/quad cells last 1/2 or 1/4 as long as they should (10 000 s).<br />
<br />
===Reflectors===<br />
Another important tool for increased efficiency is the [[Neutron Reflector]] and the [[Thick Neutron Reflector]]. Both of these reflect neutron pulses back to the uranium cell which produced them. This means that a single uranium cell surrounded by 4 neutron reflectors will receive 4 neutron pulses, and so have an efficiency of 5.<br />
<br />
A disadvantage of these reflectors is that they wear out over time. The neutron reflector can reflect 10 000 pulses (one complete cycle from one uranium cell). The thick neutron reflector is more durable, allowing it to reflect 40 000 pulses before failure.<br />
<br />
=Breeder reactors=<br />
To get the most out of your ore, you'll want to produce a uranium cell from a [[Depleted Isotope Cell]] rather than directly from a [[ Uranium Fuel Ingot ]]. Not only can you craft eight depleted cells from one fuel ingot, but you will also receive a [[Near-Depleted Uranium Cell]] 25% of the time when a uranium cell is used up. This can be easily crafted into a depleted isotope cell.<br />
<br />
However, creating uranium cells from depleted uranium cells requires a breeder reactor. A safe (low temperature) breeder reactor will change a [[Depleted Isotope Cell]] into a [[ Re-Enriched Uranium Cell ]] after it receives 10 000 neutron pulses. However, every time a uranium cell sends a pulse into an isotope cell, it generates heat as if the uranium cell was producing 5 EU/t additional energy. However, no additional energy is generated. Breeder reactors tend to generate a large amount of heat and little energy, but a lot of re-enriched uranium cells, which are easily crafted into uranium cells you can use to generate lots of energy.<br />
<br />
It is possible to make your breeder much more efficient by operating it at higher temperature. At 3001 heat in the reactor, each neutron pulse will recharge isotope cells twice as quickly as at 0 heat (or 2999 heat). 6001 heat will operate three times more efficiently than 0 heat, and so on.<br />
<br />
{| class="wikitable"<br />
! reactor heat !! relative recharge rate<br />
|-<br />
|0 - 2999 || 1<br />
|-<br />
|3001 - 5999 || 2<br />
|-<br />
|6001 - 8999 || 3<br />
|-<br />
|9001 - 11999 || 4<br />
|}<br />
There is no hard limit to the efficiency of your breeder. The higher the operating temperature, the faster it will produce new cells.<br />
But be careful -- at higher reactor temperatures bad things begin to happen. Things that typically end with a crater where your base used to be.<br />
<br />
==Heat regulation==<br />
If you want your breeder reactor to operate efficiently (that means at high temperature), balancing heat can be very tricky. Fortunately [[Heating Cell]]s are here to help. A stack of three of these components in your reactor will give three heat to each surrounding component if that component has less than 3000 heat. Five of them will give 5 heat to each adjacent component up to a maximum of 5000 heat, melting almost any component. This allows you to maintain a stable high temperature is used properly.<br />
<br />
=Safeguarding your reactor=<br />
Even a safe reactor design can be dangerous if misused, and honestly, what's the fun of a safe design when a dangerous one can be so much more efficient? But no one wants to see their base reduced to slag. But there are ways to protect yourself in the event of a meltdown. <br />
<br />
==Planner==<br />
Rather than testing all of your ideas out next to your vault of diamonds, try using the [http://www.talonfiremage.pwp.blueyonder.co.uk/v3/reactorplanner.html planner]. It's a Java application which allows you to test to see if a design will work before implementing it.<br />
<br />
=Dangers of reactor heat=<br />
As the reactor temperature rises, different bad things begin to happen.<br />
The exact heat effects for reactors are:<br />
{| class="wikitable"<br />
|-<br />
! % of max hull heat<br />
! Environmental effect<br />
|-<br />
| 40%<br />
| Flammable blocks within a 5x5x5 cube have a chance of burning.<br />
|-<br />
| 50%<br />
| Water blocks within a 5x5x5 cube (both sources and flowing) will have a chance of evaporating.<br />
|-<br />
| 70%<br />
| Entities within a 7x7x7 cube (instead of a 3x3x3 cube) will get hurt from the radiation exposure.<br />
|-<br />
| 85%<br />
| Blocks within a 5x5x5 cube have a chance of burning or turning into lava ('moving' lava only, no source blocks).<br />
|-<br />
| 100%<br />
| What environment? That hole in the ground?<br />
|}<br />
<br />
==Blast shields==<br />
Other than placing your reactor far, far away, the simplest way to protect yourself is to construct a strong wall between your reactor and your base. This may mean encasing the whole reactor room, or just the side facing your stuff. In either case, a three meter thick wall of reinforced stone or glass will suffice to contain even the most devastating reactor meltdown.<br />
<br />
==Plating==<br />
Another way to protect yourself is to place reactor plating components into your reactor.<br />
;[[File:Grid_Reactor_Plating]] [[Reactor Plating]]:This component will increase your reactors maximum temperature by 1000 and will reduce the reactor's explosion range by 5%.<br />
;[[File:Grid_Containment_Reactor_Plating]] [[Containment Reactor Plating]]:This component will increase your reactors maximum temperature by 500 and will reduce the reactor's explosion range by 10%.<br />
;[[File:Grid_Heat-Capacity_Reactor_Plating]] [[Heat-Capacity Reactor Plating]]:This component will increase your reactor's maximum temperature by 1700 but will only decrease the explosive range by 1%<br />
<br />
{| class="wikitable"<br />
! name !! maximum reactor temperature !! explosion range<br />
|-<br />
| [[Reactor Plating]] || +1000 || -5%<br />
|-<br />
| [[Containment Reactor Plating]] || +500 || -10%<br />
|-<br />
| [[Heat-Capacity Reactor Plating]] || +1700 || -1%<br />
|}<br />
<br />
<br />
<br />
=Reactor Classification=<br />
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.<br />
<br />
==Mark level==<br />
Reactors are classified first by how much they can operate. This is known as their mark.<br />
<br />
=== Mark I ===<br />
Mark I reactors generate '''no''' 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's the price of a completely safe reactor.<br />
<br />
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.<br />
<br />
=== Mark II ===<br />
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.<br />
<br />
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 ''need'' a cool down period after running 3 cycles in a row. Mark II<br />
s that can run 16 times or more get the special sub-class 'E' (Mark II-E) for almost being a Mark I.<br />
<br />
=== Mark III ===<br />
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.<br />
<br />
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.<br />
<br />
=== Mark IV ===<br />
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.<br />
<br />
=== Mark V ===<br />
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'd better have great Redstone timer skills, or you'll never be able to turn your back on these things.<br />
<br />
==Suffixes==<br />
The reactor's mark leaves much unsaid. Specific properties of the reactor (such as single-use coolants which need to be replaced during operation) are described with suffixes<br />
<br />
As well as being Mark I to V, reactor designs also have one or more suffixes to better inform people about their performance.<br />
<br />
;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 '-SUC'.<br />
;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:<br />
:*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.<br />
:*Equal-Breeders have exactly the same heat generation as they do cooling ability and usually only require a user to boost the reactor's heat level manually at the beginning.<br />
:*Positive-Breeders gain heat over time and will require more precise cool down management for the reactor to remain hot.<br />
:Reactors whose sole purpose is to recharge cells may not even have a 'Mark' classification and are simply called '''Breeders''' instead, with the efficiency/SUC suffix added.<br />
<br />
<br />
==Efficiency==<br />
The efficiency of a reactor is also appended to its classification. To calculate efficiency, take the number of uranium pulses a design makes per tick and divide it by the number of uranium cells it possesses.<br />
:The number provided will show the efficiency rating a design has:<br />
:{| class="wikitable"<br />
! Number<br />
! Rating<br />
|-<br />
| Exactly 1<br />
| EE<br />
|-<br />
| Greater than 1 but less than 2<br />
| ED<br />
|-<br />
| 2 or greater but less than 3<br />
| EC<br />
|-<br />
| 3 or greater but less than 4<br />
| EB<br />
|-<br />
| 4 or greater<br />
| EA<br />
|}<br />
<br />
'Note that this classification scheme was written before the 1.106 update, and does not address the possibility of an efficiency greater than 4.44 (the previous maximum efficiency)'<br />
<br />
=Pre 1.106=<br />
The following information does not reflect the 1.106 update.<br />
<br />
=== Reactor Terms ===<br />
Here are some of the terms often used when describing a reactor and its design.<br />
:'''Heat''' - The reactor itself and its components can all store heat. If heat levels gets too high, then components will melt, and there will be a risk of a reactor meltdown (see "Violent explosion").<br />
:'''Cooling''' - Cooling is provided by internal components like a [[Cooling Cell]] and the outside environment like water. Cooling is needed to counteract the effects of heat, preventing a meltdown.<br />
:'''Reactor Tick''' - A reactor 'ticks' once every second. This is when heat, EU generation, and cooling is calculated. (Not to be confused with [[EU#EU.2Ft|EU ticks]] which is a completely different measurement)<br />
:'''Uranium Pulse''' - Pulses occur every reactor tick, each pulse produces heat and EU. Uranium Cells normally pulse once per tick, but will produce one 'bonus' pulse per neighboring cell (This does not cause the cell to deplete faster, essentially generating bonus energy, but also extra heat).<br />
:'''Breeder Reactor''' - A type of reactor design that re-enriches [[Depleted Isotope Cell]]s into full [[Uranium Cell]]s, but produces little power.<br />
:'''Reactor Design''' - The pattern in which components are placed within a reactor. A good design can give you nice, safe energy, and a bad design can spontaneously crater-ize your home and its contents (see "Violent explosion").<br />
:'''Full Cycle''' - The time it takes for a full Uranium Cell to be used up. 10,000 reactor ticks, or 2 hours 47 mins.<br />
:'''Cooldown Period''' - The time required for an inactive reactor to cool all the excess heat it has collected.<br />
:'''Reactor Hull''' - This is where heat goes when it'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]].<br />
:'''Reactor Class''' - All reactor designs can be a class like "Mark-I-O ED" or "Mark-III EB" which gives an indication of how well a design will perform.<br />
:'''Reactor Efficiency''' - The average number of pulses per [[Uranium Cell]]. (efficiency = pulses / cells) <br/>The more Uranium Cells that are placed next to each other, the higher the efficiency, but also the higher the risk.<br />
:'''Violent explosion''' - Also known as "reactor meltdown" or "BOOM". What happens if a reactor overheats over it's limit due to overheating. Leaves behind a crater worth being given a name. Note that serious nuclear engineers always place signs next to such craters to remember how it was created. Like "First reactor setup that was almost working as intended" or "Probably should add explosion resistant walls to the next setup".<br />
<br />
=== Reactor Components ===<br />
A list of the various components that can be used within a reactor. <br />
<br />
==== Main components ====<br />
;[[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.<br />
<br />
:Cables can be connected to a Reactor Chamber to transmit the power generated by the reactor setup. A Redstone signal applied '''directly''' to a Reactor Chamber (such as a redstone wire passing over/into the chamber, or a pulled lever supported by the chamber) will conduct through the chamber to the reactor itself, shutting it down.<br />
<br />
==== Minecraft 1.3.2 ====<br />
<br />
as of 9/16/2012 reactors have been updated and so most of this information is invalid <br />
<br />
this is what i have found in the first part of testing<br />
<br />
a nuclear cell makes 5 eu/tick <br />
<br />
dual cell make 20 eu/tick<br />
<br />
quad cell makes 60 eu/tick<br />
<br />
heat vents apparently do jest that and vent heat.<br />
<br />
REACTORS CAN NO LONGER BE COOLED WITH ICE OR WATER BUCKETS <br />
<br />
neutron reflectors when placed next to uranium cells will cause them to make more eu/tick<br />
<br />
quad 60 eu to 80 eu <br />
<br />
dual 20 eu to 30 eu<br />
<br />
single 5 to 10 eu<br />
<br />
Normal reflectors last for one cycle, where Thick lasts for two. However, they last less time the more Uranium Cells are adjacent.<br />
<br />
==== Uranium components ====<br />
;[[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 "chain reaction" 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) '''as of 1.3.2 - Uranium Cells are reduced to 5EU/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.<br />
<br />
;[[File:Grid_Dual_Uranium_Cell.png]] [[Dual Uranium Cell]]: As it says on the tin. 1.3.2 brings with it new, staged-upgrades for Nuclear Power. Along with it comes Dual and Quad Uranium Cells. These act as if they're 2 or 4 cells in a Grid pattern. 1 Dual cell acts as 2x Uranium Cells are side-by-side. The output from a single slot used is 20EU/t because of 5EU/t per cell, as well as the +5EU/t per cell adjacent to another. <br />
<br />
;[[File:Grid_Dual_Uranium_Cell.png]] [[Quad Uranium Cell]]: 4 Uranium Cells forged together to only take one space in the reactor slot; Output for these are 60EU/t. These new Uranium components allow for much more compact Nuclear Reactor designs - However you still have to manage that heat produced.<br />
<br />
<br />
;[[File:Grid_Near-Depleted_Uranium_Cell.png]] [[Near-Depleted Uranium Cell]]: The 'empty' 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.<br />
<br />
;[[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'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.<br />
<br />
;[[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.<br />
<br />
==== 1.3.2 Cooling components ====<br />
<br />
Cooling changed a lot in IC2 1.106. The hull of a reactor and the coolant cells will no longer lose heat, only store it. To get rid of the stored heat, you need heat vents. Heat vents can store heat (except the [[Component Heat Vent]]) and dissipate it.<br />
<br />
Before starting a complete breakdown on how each cooling component works, here is an explanation of terms:<br />
<br />
:'''maxHeat''' - The maximum heat that can be stored before the component will melt.<br />
:'''selfCooling rate''' - How much heat a component can dissipate per tick.<br />
:'''reactorTransfer rate''' - How much heat the vent can receive from the reactor hull per tick.<br />
<br />
<br />
;[[File:Grid_Heat_Vent.png]] [[Heat Vent]]: The basic Heat Vent is used to collect heat from uranium cells. <br />
;[[File:Grid_Reactor_Heat_Vent.png]] [[Reactor Heat Vent]]:<br />
;[[File:Grid_Overclocked_Heat_Vent.png]] [[Overclocked Heat Vent]]:<br />
;[[File:Grid_Advanced_Heat_Vent.png]] [[Advanced Heat Vent]]:<br />
<br />
==== Cooling components ====<br />
<br />
'''As of 1.3.2 Exterior cooling no longer works. Covering the reactor in water will no longer work. Along with this change Ice will no longer have a cooling effect or buckets of water. Instead new components are introduced to handle cooling in more measurable and gradient fashion. Note: The reactor no longer cools over time without the necessary components. Temperatures will sustain without an intervening body such as Coolant Cells'''<br />
<br />
;[[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.<br />
<br />
;[[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'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.<br />
<br />
;[[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's own cooling. In addition, as this component is able to exchange heat with the reactor itself, it can as well be used to "move" heat from one place to another inside the reactor (using the reactor'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.<br />
<br />
==== One time items ====<br />
<br />
'''No longer work with 1.3.2'''<br />
<br />
;[[File:Grid_Water_Bucket.png]] [[Water Bucket]]: When a reactor'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's temperature or as a hint that the reactor is overheating.<br />
<br />
;[[Non-IC Items|Ice Block]] If a reactor'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.<br />
<br />
;[[File:Grid_Lava_Bucket.png]] [[Lava Bucket]]: Placing a lava bucket inside a reactor will instantly increase the reactor's hull heat by 2,000 points, leaving the empty bucket in the slot. This is useful for 'breeder' type reactors to heat-up the reactor to increase the speed at which Depleted Isotope Cell recharge.<br />
<br />
=== Heating and Cooling ===<br />
<br />
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 '''you''') to get rid of this accumulated heat before the reactor cannot take any more.<br />
<br />
The reactor'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... ''violently''.<br />
<br />
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.<br />
<br />
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:<br />
{| class="wikitable"<br />
|-<br />
! No. of Components<br />
! Heat Generated<br />
|-<br />
| 0<br />
| 10 per pulse into the reactor hull<br />
|-<br />
| 1<br />
| 10 per pulse into component<br />
|-<br />
| 2<br />
| 8 per pulse, 4 for each component<br />
|-<br />
| 3<br />
| 6 per pulse, 2 for each component<br />
|-<br />
| 4<br />
| 4 per pulse, 1 for each component<br />
|}<br />
Pro Tip and Warning: Remember, though putting uranium cells next to each other doubles the energy output, it doubles the heat as well, meaning that two uranium cells next to each other will generate 12 heat each with the max possible 3 components around each.<br />
<br />
Formula:<br/><br />
<br />
====== H = Heat per Uranium cell<br/>U = Number of adjacent Uranium cells<br/>C = Number of adjacent Components<br/> ======<br />
'''H = (U + 1) * (10 - (C - 1) * 2)'''<br />
<br />
<br />
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.<br />
<br />
Depleted Isotope cells only produce 1 heat per tick themselves, but they still react with adjacent Uranium Cells and make them pulse additional times.<br />
<br />
[[Near-Depleted Uranium Cell]]s and [[Re-Enriched Uranium Cell]]s produce 1 heat per tick.<br />
<br />
There are several ways to reduce a reactor's heat each tick:<br />
{|<br />
|- valign="top"<br />
|<br />
{| class="wikitable"<br />
! Outside Source<br />
! Cooling provided<br />
|-<br />
| The reactor itself<br />
| 1 heat<br />
|-<br />
| Each reactor chamber added<br />
| 2 heat per chamber<br />
|-<br />
| Water blocks within a 3x3x3 area*<br />
| 1 heat per block<br />
|-<br />
| Air 'blocks' within a 3x3x3 area**<br />
| 0.25 per block<br />
|}<br />
&#x2A; Both still and flowing water count.<br />
<br />
&#x2A;&#x2A; Torches, Redstone, and similar items won't count.<br />
|<br />
{| class="wikitable"<br />
! Internal Source<br />
! Cooling provided<br />
|-<br />
| Cooling Cell<br />
| 1 heat***<br />
|-<br />
| Integrated Reactor Plating<br />
| 0.1 heat***<br />
|-<br />
| Ice blocks (single use)<br />
| 300 heat per block<br />
|-<br />
| Water Buckets (single use)<br />
| 250 heat per bucket<br />
|}<br />
&#x2A;&#x2A;&#x2A; Cooling only occurs if the component in question has any heat stored.<br />
|}<br />
<br />
The maximum outside cooling possible is 33 (reactor, 6 chambers and 20 water blocks).<br />
<br />
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:<br />
<br />
* 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.<br />
* Manually drop Ice blocks and/or Water buckets into the reactor.<br />
* 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.<br />
** 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's output is inverted and routed back to the reactor ('''not''' on wood blocks, to ensure the segment after the inverter is not destroyed!), it can serve as an automated shutdown / alarm circuit.<br />
<br />
Heat management for a 'Breeder' type reactor is different. Breeders work best when running hot, so it'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.<br />
<br />
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.<br />
<br />
=== Environmental Effects of Reactor Heat === <br />
<br />
As reactors heat up, they will start having detrimental effects on their immediate surroundings.<br />
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.<br />
<br />
The exact heat effects for reactors are:<br />
{| class="wikitable"<br />
|-<br />
! % of max hull heat<br />
! Environmental effect<br />
|-<br />
| 40%<br />
| Flammable blocks within a 5x5x5 cube have a chance of burning.<br />
|-<br />
| 50%<br />
| Water blocks within a 5x5x5 cube (both sources and flowing) will have a chance of evaporating.<br />
|-<br />
| 70%<br />
| Entities within a 7x7x7 cube (instead of a 3x3x3 cube) will get hurt from the radiation exposure.<br />
|-<br />
| 85%<br />
| Blocks within a 5x5x5 cube have a chance of burning or turning into lava ('moving' lava only, no source blocks).<br />
|-<br />
| 100%<br />
| What environment? That hole in the ground?<br />
|}<br />
<br />
=== Reactor Classification ===<br />
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.<br />
<br />
==== Mark I ====<br />
Mark I reactors generate '''no''' 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's the price of a completely safe reactor.<br />
<br />
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.<br />
<br />
==== Mark II ====<br />
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.<br />
<br />
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 ''need'' a cool down period after running 3 cycles in a row. Mark II<br />
s that can run 16 times or more get the special sub-class 'E' (Mark II-E) for almost being a Mark I.<br />
<br />
==== Mark III ====<br />
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.<br />
<br />
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.<br />
<br />
==== Mark IV ====<br />
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.<br />
<br />
==== Mark V ====<br />
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'd better have great Redstone timer skills, or you'll never be able to turn your back on these things.<br />
<br />
==== Additional Suffixes ====<br />
As well as being Mark I to V, reactor designs also have one or more suffixes to better inform people about their performance.<br />
<br />
;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 '-SUC'.<br />
<br />
;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.<br />
:The number provided will show the efficiency rating a design has:<br />
:{| class="wikitable"<br />
! Number<br />
! Rating<br />
|-<br />
| Exactly 1<br />
| EE<br />
|-<br />
| Greater than 1 but less than 2<br />
| ED<br />
|-<br />
| 2 or greater but less than 3<br />
| EC<br />
|-<br />
| 3 or greater but less than 4<br />
| EB<br />
|-<br />
| 4 or greater<br />
| EA<br />
|}<br />
<br />
;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:<br />
:*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.<br />
:*Equal-Breeders have exactly the same heat generation as they do cooling ability and usually only require a user to boost the reactor's heat level manually at the beginning.<br />
:*Positive-Breeders gain heat over time and will require more precise cool down management for the reactor to remain hot.<br />
:Reactors whose sole purpose is to recharge cells may not even have a 'Mark' classification and are simply called '''Breeders''' instead, with the efficiency/SUC suffix added.<br />
<br />
:{| class="wikitable"<br />
! Heat<br />
! Ticks Required<br />
|-<br />
| 0-2,999<br />
| 40,000<br />
|-<br />
| 3,000-5,999<br />
| 20,000<br />
|-<br />
| 6,000-8,999<br />
| 10,000<br />
|-<br />
| OVER 9000!!!<br />
| 5,000<br />
|}<br />
<br />
==== Example Classifications ====<br />
;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.<br />
<br />
;Mark II-1 ED Positive-Breeder: A reactor with recharging capabilities that can only run one full cycle before needing a cool down.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
=== Reactor Security ===<br />
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.<br />
<br />
==== Stable reactors ====<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
It is not possible, no matter how smart the setup is, to run a stable chain reaction of 4 or more Uranium Cells, as even for the setup with the least heat emitted, you still would need more Coolant Cells than you can fit into the reactor chamber. However, if you have the buildcraft mod you can transport ice and water buckets to the reactor, thus cooling it down. It MAY be possible to use a bulidcraft pump and water proof pipes to pump water into the reactor WITHOUT the use of buckets, but it is not known if that will work. See the buildcraft wiki if you don't understand what I am talking about.<br />
<br />
==== Reducing the Explosion Radius ====<br />
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.<br />
<br />
In the unlikely event of a nuclear meltdown, the reactor will explode violently and force its internal pressure right into it'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]].<br />
<br />
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.<br />
<br />
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'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. <br />
<br />
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.<br />
<br />
=== Tips and Tricks ===<br />
Here are a few tips and things to look out for when using a reactor.<br />
* There is a Thermometer add-on on the [http://forum.industrial-craft.net/index.php?page=Thread&threadID=972 IC forum] that can be useful for those who want to monitor heat levels closely.<br />
* Redstone timers can turn even Mark Vs into self regulating-reactors, but if you're not the Redstone equivalent of "The One", then you might want to make use of a Redstone enhancing mod, like [http://integratedredstone.wikispaces.com/ RedPower], for example.<br />
* 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.<br />
* While the reactor hull'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.<br />
* 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).<br />
* It is possible to use buildcraft with a nuclear reactor by connecting pipe to either the main reactor block or its chambers. This can be used to pump ice into the reactor from a chest continuously. Ice can be produced with pumps over infinite water sources adjacent to compressors (creating snowballs) feeding into another compressor which turns snowballs to ice, but it requires about 1400 EU per ice block, and may not be practical.<br />
*As an additional precaution, consider adding an automatic cutoff switch. If the redstone current which turns the reactor on is wired over or through a flammable block near the reactor, then if the reactor gets hot enough to burn nearby blocks the reactor will probably turn off, which may stop the meltdown. <br />
<br />
<span class="mw-headline" style="font-size: 14pt" id="GUI">GUI</span><br />
----<br />
This is the new GUI (fully upgraded with 6 additional [[Reactor Chamber]]s):<br />
{{Grid/Reactor}}<br />
Don't think about using them as a mad scientist's large chest; a reactor will spit out any item that is unrelated to its function. (Other than empty buckets.)<br />
<br />
== HAYO ==<br />
<br />
<br />
<font size = 7><span style="color:#0000FF">IT'S</span> <span style="color:#00FFFF">TIME</span> <span style="color:#00FF00">FOR</span> <span style="color:#FFFF00">THE</span> <span style="color:#FF4500">INDUSTRIAL</span> <span style="color:#FF0000">REVOLUTION,</span> <span style="color:#FF1493">HAYO!</span></font><br />
<br />
<br />
And since there's no revolution without sacrifices, we shall now remain quiet for 2 ticks to show our sympathy towards a lone, unnamed engineer, who managed to obtain the ultimate blueprints of Nuclear Engineering.<br />
There, silence done, let's check out the blueprints! [http://i46.tinypic.com/23tli1d.jpg| >>ACCESS GRANTED<<]<br />
<br />
Step I: Craft the future<br />
First of all, you will need to craft a Nuclear Reactor itself. Of course you can't just summon a complex Reactor out of some iron and other stuff! That would be unrealistic. Instead, you first need to craft Nuclear Chambers. These chambers are, duh, CHAMBERS. Accordingly, you merely need a Machine Block and a half'o'stack of Copper. How to craft 33 elements together? Well, use your head, it's all about compressing numbers into quality.<br />
(Be advised, I do not take any responsibility to injuries taken due attempts to compress Coppy by hammering it with your head.)<br />
After you successfully crafted three, not two, not four, but three, to be spelled, 3, which is the number following after the 2 and going before 4, chambers, you can now easyly create a Nuclear Reactor, by combining the side-wards aligned Chambers with a Generator below and an advanced Circuit above.<br />
You say that's much easier then before? Well, I say HAYO.<br />
Due to improvements in various blueprints, we managed to cut down useless wasted ressources by 2%, resulting in the new and awesomely cheap recipe. Once you crafter your Reactor, it's already fully operational. Placing it down can be done anywhere, since the new Copper-based isolation will ensure the Reactor to be 100% immune to outward influences, accordingly it does neither heat up or cool down by itself or by surrounding blocks.<br />
As you knew from before, a simple Reactor only contains 3 chambers and accordingly offers you 3 coloumns of space for installment of your personlaized reactor setup. You can expand this setup to up to 9 coloumns by placing more chambers (for the math-weak of you: 6) adjacent to the Nuclear Reactor core.<br />
Unless you intend to use your Reactor as hayo-ish replacement for a TNT-cannon, I advise to use Reinforced Stone to encase the Reactor in a resistant layer to ensure minimal area destruction in case of 'slight misscalculations'.<br />
<br />
Part II: Uranium and you (the radiated individual)<br />
Of course the fuel, the source of energy, the symbol of life, the ultimate answer to the question of the sense of life, the universe and how to obtain enough power for everything else, is Uranium. Mined as raw chunks, compressed into craftable Brickets, filled into strangely durable tin cells, you obtain Uranium cells.<br />
Be advised that, for your own security, Uranium cells do only do 'something' when the reactor is receiving a direct redstone signal.<br />
Uranium cells last for 10.000 seconds (and accordingly 10.000 ReactorTicks) each. The lifetime of an Uranium cell is considered 'one reactor cycle'.<br />
Uranium cells constantly and reliably (why? who cares?!) 'pulse' every full second. Every pulse causes an Uranium cells to send out a load of neutrons, whilst consuming 1/10000th of itself. Due to the critical-mass-of-compressed-uranium-in-small-tin-cells-for-whatever-reasons-hayo-rule, only a fractal of the Neutrons will actually cause Nuclear Reaction within the cell. (Reaction are good, they produce energy!).<br />
In effect, this causes a single cell to merely produce one 'pulse' of energy. Every pulse of energy produces enough useable heat for the Nuclear Reactor to produce 100 EU, spread out amongst the next 20 ticks, effectively granting 5 EU/t.<br />
However, if you place Uranium Cells adjacent to other Uranium Cells, the normally 'lost' Neutrons will hit the adjacent Uranium Cell, creating another pulse (for each adjacent Uranium cell). Therefore, 2 neighbouring cells will create a total of FOUR pulses, opposed to two pulses if they would be seperated.<br />
This is called 'efficiency'. Since the lifetime of a cell is not dependant on the amount of pulses it effectively creates (but on it's 10k second lifetime, duh), one piece of Uraniumj can produce 1 or x million EU. Naturally, you will want a higher efficiency to maximize the energy gain of your Reactor.<br />
However, the more efficient a cell is, the higher is the not-useable heat produced by it. Whilst useable heat is good, unuseable heat is not. It's like the dark side of good heat, just without cookies.<br />
A cell creating 5 EU/t will produce 4 heat per second. 10 EU/t produce 12hps. 15 is 24hps, 20 is 40hps, etc... You will shortly learn how to deal with reactor heat.<br />
Lastly, it should be mentioned there are theoretical approaches to condense more Uranium into less space. Of course way too dangerous to attempt this in practical applications, condensing Uranium Cells into more compact arrangements would permit users to reduce the amount of slots needed for actual Uranium Cells. Additionally, it would permit the Uranium Cells to more effectively use it's own emitted Neutrons.<br />
For example a, theoretical!, setup of a 'Dual Uranium Cell', would not just produce twice as much energy (and heat) compared to a single cell, but it would additional pulse by itself TWO TIMES (per cell element!), for a total of up to 6 pulses per Neutron emission. With a 'Quad Uranium Cell', this would even increase to a maximum of 7 pulses, the highest efficiency theoretically possible. Though such a setup would create whopping 448 heat per second... which isn't exactly hayo...<br />
<br />
Part III: Reactors in heat. ... Wait a second...<br />
A reactor can only take so much heat before it will start melting and finally explode (which is a safety measure to prevent in from leaking dangerous radioactivity). Per default, the reactor hull can survive up to 10k heat without lasting damage. However, as the reactor's temperature rises, it will start affecting it's surrounding. Reactor heat can set wooden structures ablaze, melt stone into lava and harm living beings. It is ill-advised to approach hot reactors without full Hazmat-Equipment.<br />
To prevent the reactor hull from heating up, you can make use of various Reactor Components. The most simple of those are Coolant Cells. Uranium Cells emit heat to all surrounding components (which can accept it) and will only heat the hull itself if there is no (suitable) component present. For example an Uranium Cell surrounded by four other cells will always heat the reactor hull.<br />
Coolant Cells can be constructed in multiple layers of coolant water, permitting the cells to store 10k, 30k or even hayoish 60k of heat. However, by themselves these cells do merely STORE the heat, but don't DISSIPATE any heat and will eventually melt as well (causing the cells to heat the hull again).<br />
<br />
For this reason, I hereby present you: HeatSwitches (commonly known as HD or HeatDissipator, HeatDistributer and Strange-Thing-Which-Can-Magically-Alter-Temeperatures).<br />
The standard HeatSwitch can store 2500 heat, has a 'sideTransfer rate' of 12 and a 'coreTransfer rate' of 4.<br />
All HeatSwitches work the same way: They calculate the % of heat stored in all surrounding tiles, themselves and the reactor hull, calculate a median and then attempt to reach that median on all components. A heatSwitch will first shift around (component <-> switch) the heat of adjacent components, to a max of sideTransfer. Then he will try to balance the heat between itself and the reactor to a max of coreTransfer.<br />
The 'Core Heat Switch' does have a sideTransfer rate of 0 (thus no heat balance between adjacent components), but a coreTransfer rate of 72, and a maxHeat of 5000.<br />
The 'Spread Heat Switch' does not have a coreTrasnfer, but instead 36 sideTransfer, and a maxHeat of 5000.<br />
Lastly, the 'Diamond Heat Switch' has a sideTransfer of 24 and a coreTransfer of 8, and a maxHeat of 10000.<br />
Opposed to the old HD's, the switches do NOT dissipate heat, have a LOW heat storage and do go by %, not my static values. F.e. you have a core heat switch (5000 max) and a reactor with some plating (20000 max). The system has a total of 5000 heat. The switch will balance 1000 heat to itself and 4000 to the reactor, resulting in 20% heat for itself and the reactor.<br />
<br />
Now you can spread heat through all reactor components and balance it amongst all storage units. But unless you intend to constantly replace the storage components, the heat will merely accumulate all over the time. To solve this, our engineers designed HeatVents (aka Vents, Heat Ventilation, Ventilators, Fans, Followers...)<br />
Vents have a maxHeat of 1000 and a 'selfCooling rate' and a 'reactorTransfer rate'.<br />
A vent will always first draw heat from the reactor in height of it's reactorTransfer rate, regardless of it's own heat level. They do not 'balance' as heatSwitches do. Second, they will reduce their own heat by the selfCooling rate, venting the heat into the air = Mystically gone.<br />
'Basic Vent's do merely have a selfVent of 6.<br />
'CoreVent's have 5 selfVent and 5 reactorTransfer (effectively applying continous -5Heat/tick to the reactor hull.<br />
'Golden CoreVent's are tricky to use. They provide an amazing 20 selfCooling, but have 36 reactorTransfer. Effectively, this means they will always melt themselves if the reactor has enough heat avaible. It's up to you to figure out how to use them properly.<br />
'Diamond Vent's have 12 selfCooling, but 0 reactorTrasnfer again.<br />
There is one special, the 'SpreadVent'. It can NOT take up any heat. However, it automatically cools down all adjacent components by 4 per tick.<br />
<br />
Part IV: Have your uranium breed itself<br />
By now, you should have run low on Uranium supplies. But luckyly, we still have Breeding to reenrich and reuse spent Uranium!<br />
Whenever an Uranium Cell is used up, it has a 25% chance to turn into a Depleted Uranium Cells without enough uraniumized remains to be recycled. Refilling such a depleted cell with Coal Dust will provide the necessary raw material, resulting in an 'Isotope Cell'.<br />
During normal Reactor operations, Uranium Cells send out Neutrons every full seconds (as mentioned above). If an Isotope Cell is struck by 10000 Neutrons, it will turn into an Re-Enriched Isotope Cell. Combine this result with some more coal dust and it will turn into a fully useable Uranium Cell again.<br />
The process of re-enriching Isotope Cells, however, creates the same amount of heat as the interaction between Uranium Cells, WITHOUT actually producing the according energy. But considering you can obtain a full new Uranium Cell as a 'byproduct' it should still pay out. That's the way of Nuclear Engineering, GangnamHAYO style.<br />
Even better though, the re-enrichment of Isotopes by Neutrons seems to be temperature-dependant. For each 3000 units of heat, basing on the reactor hull, there will be one additional Neutron affecting the Isotope. Accordingly, breeding Uranium with reactors on higher temperatures (f.e. 9001 heat) is much more effective (f.e. 4x fast).<br />
<br />
However, with all your awesome coolant engineering... how could a reactor possibly heat up that much? The solution has a name: Lava Buckets Heating Cells!<br />
Heating Cells, also known as HeatPacks, are special components, harnessing the intense heat of lava to act as UNDIMINISHING source of heat. These things are sort of cheap and stackable. Placing them inside of a reactor will cause them to heat up all surrounding components by 'stackSize' (=the amount of heatcells placed into the same slot).<br />
They will keep doing that, until the components heat level reached stackSize*1000. This way you can easyly configure your reactor to remain on a specific heat level.<br />
Be advised you should use coolant cells next to the heatpacks, as heating f.e. vents to 30k doesnt really work. At least not for me, HAYO.<br />
<br />
Part V: How to turn your Reactor from hayo to HAYO!<br />
You probably are asking, right now, 'What the hell? How can a reactor possible contain the heat necessary for successfull breeding?!'<br />
The answer is Plating. There are three kinds of plating.<br />
The 'Integrated Plating' increases the maximum amount of heat your Reactor can contain by 1000. Additionally, it serves as a buffer and stabilizer in case of emergencys, and will reduce a Reactor's explosion range by 5%. Since this is reallife and not some exploitable computer game, using 20 platings will NOT make your reactor unexplodeable, don't try! Additionally, it reduces the strength of heat-based reactor effects (burning your cookies and setting your factory ablaze) to the same degree.<br />
There are, additionally, two modified Plating versions. The 'Heat Plating' grants +2000 maxHeat, but only a 1% modifier, whilst the 'Explosive Plating' grants only +500 maxHeat, but a 10% reduction.<br />
Platings DO NOT take or redistribute any sort of heat and accordingly can be safely carried in larger stacks. These stacks (opposed to HeatPacks) don't influence the way they work, though.<br />
<br />
And, to make things even 'more better', you can now directly enhance the effectivity of single Uranium Cells WITHOUT the use of other Uranum Cells, by the use of Reflectors.<br />
Neutron Reflectors. As their name implies, they will 'reflect lost Neutrons', causing Uranium Cells to pulse equally as if they would be surrounded by more Uranium. Whilst this increases the Uranium Cells heat output, the Neutron Reflector itself will of course not produce additionally heat (opposed to a second Uranium Cell).<br />
Neutron Reflectors have a limited life length of 10000 ticks. You can, however, craft a 'Thick Neutron Reflector' with a lifetime of 40k ticks. Be advised: Neutron Reflectoers surrounded by multiple cells will diminish faster (2 cells adjacent to the same reflector will deplete it in half of a cell cycle).<br />
To give you an example of this astonishing techonology: Surrounding a single uranium cell with 4 Reflectors will grant it efficiency class 5.<br />
<br />
And if all these methods just don't cut it: Condensators<br />
Condensators are a special tool to reduce Reactor heat. They come as Redstone and as LapisLazuli versions (latter one being an upgrade of former).<br />
Condensators will accept any amounts of heat from surrounding components (though they don't balance heat around themseles), and INSTANTLY disperse the heat by using their fuel. Yes, you heard right: INSTANT dispersion of UNLIMITE amounts of heat. Effecively a black hole. For heat. Within your Nuclear Reactor. Uhm... HAYO!<br />
A Redstone Condensator can absorb 20k heat, refilling it (crafting) with redstone will restore 10k of it's capcity.<br />
LapisLazuli Condensators can absorb 100k heat, redstone refills 5k and Lapis Lazuli 40k.<br />
<br />
Part VI: Last and most likely least...<br />
Due to copyright issues and nostalgic ideals, it's still recommended to use the 'old' system of labelling your Reactor designs. You can find the somewhat outdated notes here: [http://forum.industrial-craft.net/index.php?page=Thread&postID=2178#post2178| Handbook for Reactor-Labelling].<br />
<br />
{{Navigation}}<br />
[[Category:Generators]]<br />
span class="mw-headline" style="font-size: 14pt" id="Recipe">Recipe</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&diff=11875Nuclear Reactor2012-10-02T05:59:15Z<p>Luingar: </p>
<hr />
<div>{{Block<br />
|image=Nuclear_Reactor_ig.png<br />
|type=Generator<br />
|gravity=No<br />
|dirt=No<br />
|transparent=No<br />
|light=No<br />
|tool=bwrench<br />
|stackable=Yes (64)<br />
}}<br />
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.<br />
<br />
Copper [[cable]] is sufficient for basic reactors, advanced reactors will require gold or even HV cable.<br />
<br />
Each cell will last 10,000 seconds (~2h 47min) inside the reactor, providing at least 5EU/t power (at least 1 million EU per cell). A very efficient setup can give more than 73 million EU per uranium ore.<br />
<br />
You can enlarge the space of your reactor by placing up to 6 additional [[Reactor Chamber]]s directly adjacent to the reactor.<br />
<br />
With '''IndustrialCraft²''', 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't completely changed: nuclear meltdowns!<br />
<br />
As of Minecraft 1.3.2 '''IndustrialCraft²''' has had a second re-write of the Nuclear Reactor with additional components and removed environmental effects such as water and Ice cooling.<br />
<br />
<span class="pops">[http://forum.industrial-craft.net/index.php?page=Thread&postID=74761#post74761 Helpful forum post]</span><br />
<br />
<br />
<span class="mw-headline" style="font-size: 14pt" id="Recipe">Recipe</span><br />
----<br />
{{Grid/Crafting Table<br />
|B1=Advanced Circuit<br />
|A2=Reactor Chamber|B2=Reactor Chamber|C2=Reactor Chamber<br />
|B3=Generator<br />
|Output=Nuclear Reactor<br />
}}<br />
<br />
<br />
<span class="mw-headline" style="font-size: 14pt" id="Usage">Usage</span><br />
----<br />
Reactors are complex and not for the faint of heart. A bad design can suddenly replace your house with a nice new crater.<br />
<br />
__TOC__<br />
<br />
=Basic Reactor Setup=<br />
Once you have your reactor, you want to get some power out of it. The nuclear reactor acts like a chest. Place the right components in the reactor in the right locations, and voila -- nearly free energy! Place the wrong components or in the wrong locations, and BOOM!<br />
<br />
The simplest reactor contains one [[Uranium Cell]] and one [[Heat Vent]]<br />
{{Grid/Reactor<br />
|A1=Uranium Cell|A2=Heat vents}}<br />
<br />
If you apply a redstone signal with a lever, this reactor will produce 5 EU/t. It will also generate 4 heat per second into the heat vent, and the heat vent will try to dissipate 6 units heat, only find 4, and dissipate that. Which brings us to a key concept in reactor design: heat<br />
<br />
Heat is generated every second by any uranium cell which is generating EU. It can either go into a component (such as the heat vent) or into the reactor vessel itself. If too much accumulates in a component, that component is destroyed. If too much accumulates in the reactor, the reactor will start doing Bad Things, such as poisoning players in the area, or exploding violently. Heat is bad. Fortunately, there are many tools to help you deal with heat.<br />
<br />
==Heat Manipulation Tools==<br />
===Vents===<br />
These devices get rid of heat, releasing it to the outer air where it does no harm. They come in five varieties, each useful in different circumstances.<br />
;[[File:Grid_Heat_Vent.png]] [[Heat Vent]]: dissipate 6 heat from themselves every second<br />
;[[File:Grid_Reactor_Heat_Vent.png]] [[Reactor Heat Vent]]: move 5 heat from the reactor vessel to itself and dissipates 5 heat every second. This has the advantage that it can function effectively anywhere in the reactor, not just next to the uranium cell.<br />
;[[File:Grid_Advanced_Heat_Vent.png]] [[Advanced Heat Vent]]: an improvement to a basic heat vent, this component dissipates 12 heat from itself<br />
;[[File:Grid_Component_Heat_Vent.png]] [[Component Heat Vent]]: This vent dissipates 4 heat from each surrounding component.<br />
;[[File:Grid_Overclocked_Heat_Vent.png]] [[Overclocked Heat Vent]]: This vent moves 36 heat from the reactor to itself and then dissipates 20 heat from itself. This will cause the component to overheat if steps are not taken to cool this component.<br />
<br />
To summarize<br />
{| class="wikitable" <br />
! name !! heat dissipated !! heat pulled from reactor !! maximum accumulated heat<br />
|-<br />
| [[Heat Vent]] || 6 || 0 || 1000 <br />
|-<br />
| [[Reactor Heat Vent]] || 5 || 5 || 1000 <br />
|-<br />
| [[Advanced Heat Vent]] || 12 || 0 || 1000 <br />
|-<br />
| [[Overclocked Heat Vent]] || 20 || 36 || 1000 <br />
|-<br />
| [[Component Heat Vent]] || 4* || 0 || 1000 <br />
|}<br />
<br />
===Heat Exchangers===<br />
Another tool in your heat-control toolbox is heat exchangers, which do not dissipate heat, but instead move it around, hopefully to where it can be dissipated more easily. Heat exchangers work intelligently, seeking to make every component they interact be equally far from disintegration. <br />
<br />
For instance, if a basic heat exchanger (which is destroyed at 2500 heat) was transferring heat from itself to the reactor (which usually is destroyed at 10 000 heat), and there was 1250 heat in between the two of them, would try to give the reactor 1000 heat (10% of the reactor's capacity) and itself 250 heat (10% of its capacity.<br />
<br />
There are four types.<br />
; [[File:Grid_Heat_Exchanger]] [[Heat Exchanger]]: These will first exchange up to 12 heat with each surrounding component, and then up to 4 with the reactor itself.<br />
; [[File:Grid_Advanced_Heat_Exchanger]] [[Advanced Heat Exchanger]]: These transfer up to 24 heat with each surrounding component, and then up to 8 with the reactor.<br />
; [[File:Grid_Core_Heat_Exchanger]] [[Core Heat Exchanger]]: These transfer up to 72 heat with the reactor, put will not move heat to or from nearby components. These will usually be at the same percent capacity as the reactor, so they are useful as a kind of thermometer for your reactor.<br />
; [[File:Grid_Component_Heat_Exchanger]] [[Component Heat Exchanger]]: These transfer up to 36 heat with each adjacent component, but does not transfer any with the reactor itself.<br />
<br />
In summary<br />
{| class="wikitable"<br />
! name !! transfer to adjacent !! transfer to core !! max heat <br />
|-<br />
| [[Heat Exchanger]] || 12 || 4 || 2500<br />
|-<br />
| [[Advanced Heat Exchanger]] || 24 || 8 || 5000<br />
|-<br />
| [[Core Heat Exchanger]] || 0 || 72 || 2500<br />
|-<br />
| [[Component Heat Exchanger]] || 24 || 0 || 2500<br />
|}<br />
<br />
===Cooling Cells and Condensators===<br />
Cooling Cells and Condensators have the capacity to absorb large amounts of heat. Condensators play the role of Single Use Coolant. <br />
<br />
Condensators absorb and eliminate heat instantly, but can only be recharged on a crafting table.<br />
Coolant Cells absorb heat instantly, but cannot dissipate on their own. (Some combination of Heat Exchangers and Heat Vents are required to cool off a Coolant Cell - or you can just let it melt and replace it.) <br />
<br />
{| class="wikitable"<br />
! name !! heat dissipated before destruction <br />
|-<br />
| 10k [[Coolant Cell]] || 10 000<br />
|-<br />
| 30k [[Coolant Cell]] || 30 000<br />
|-<br />
| 60k [[Coolant Cell]] || 60 000<br />
|-<br />
| [[RSH-Condensator]] || 20 000<br />
|-<br />
| [[LZH-Condensator]] || 100 000<br />
|}<br />
<br />
[[RSH-Condensator|RSH-Condensator]] are recharged with redstone dust. Each redstone dust restores 10k of coolant potential. <br />
[[LZH-Condensators|LZH-Condensator]] are recharged with either lapis lazuli, which restores 40k, or with redstone dust, which only restores 5k.<br />
<br />
==Efficiency==<br />
A single lone uranium cell will produce 5 EU/t, or a not-inconsiderable 1 million EU over its lifetime. But two cells next to each other will produce four times the power and energy. This is because of neutron pulses. Each second, each uranium cell sends a pulse to each adjacent component. A uranium pulse which receives a neutron pulse is made more efficient, and delivers an additional 5 EU/t. <br />
<br />
For example if cell A and cell B are next to each other, <br />
{{Grid/Reactor<br />
| A1=Uranium Cell |A2=Uranium Cell<br />
}}<br />
A will make 5 EU/t on its own, B will make 5 EU/t on its own. But A will make 5 EU/t more because it receives a pulse from B, and B will make 5 EU/t more because it receives a pulse from A, for a total of 20 EU/t. This does not reduce the 10 000 s operating lifetime of the cells, so you get twice the power and energy per uranium cell used.<br />
<br />
The efficiency of a cell is how many times over it produces 5 EU/t. In the previous example, the efficiency of the cells was 2, because each cell produced 10 EU/t = 2 * 5 EU/t.<br />
<br />
But this efficiency comes at a cost in heat. Uranium cells which produce more energy generate more heat. <br />
<br />
{| class="wikitable"<br />
|-<br />
! efficiency !! heat generated !! heat/efficiency<br />
|-<br />
|1 || 4 || 4<br />
|-<br />
|2 || 12 || 6<br />
|-<br />
|3 || 24 || 8<br />
|-<br />
|4 || 40 || 10<br />
|-<br />
|5 || 60 || 12<br />
|-<br />
|6 || 84 || 14<br />
|-<br />
|7 || 112 || 16<br />
|-<br />
|17 || 612 || 36<br />
|}<br />
<br />
One of the major problems of nuclear engineering is to balance efficiency against the problems the extra heat generates.<br />
<br />
===Dual and Quad Uranium Cells===<br />
Important tools to help make more efficient generators are the [[Dual Uranium Cell]] and the [[Quad Uranium Cell]]. A dual cell is a single component which functions like a pair of uranium cells next to each other. Alone it generates 20 EU/t, 24 heat, and sends two neutron pulses to each adjacent component. It efficiency is calculated as how many times each cell produces 5 EU/t, so a dual cell producing 20 EU/t has an efficiency of 2, and so produces 12 heat per cell, or 24 heat total. Every time a dual cell receives a neutron pulse it generates an additional 5 EU/t.<br />
<br />
The [[Quad Uranium Cell]] is similar, but considered four uranium cells in a square, in one component. It thus generates 60 EU/t, and 96 heat if alone. These components allow efficiencies as high as 17, but normally won't exceed 7.<br />
<br />
''Bug'': In version 1.106, the dual/quad cells last 1/2 or 1/4 as long as they should (10 000 s).<br />
<br />
===Reflectors===<br />
Another important tool for increased efficiency is the [[Neutron Reflector]] and the [[Thick Neutron Reflector]]. Both of these reflect neutron pulses back to the uranium cell which produced them. This means that a single uranium cell surrounded by 4 neutron reflectors will receive 4 neutron pulses, and so have an efficiency of 5.<br />
<br />
A disadvantage of these reflectors is that they wear out over time. The neutron reflector can reflect 10 000 pulses (one complete cycle from one uranium cell). The thick neutron reflector is more durable, allowing it to reflect 40 000 pulses before failure.<br />
<br />
=Breeder reactors=<br />
To get the most out of your ore, you'll want to produce a uranium cell from a [[Depleted Isotope Cell]] rather than directly from a [[ Uranium Fuel Ingot ]]. Not only can you craft eight depleted cells from one fuel ingot, but you will also receive a [[Near-Depleted Uranium Cell]] 25% of the time when a uranium cell is used up. This can be easily crafted into a depleted isotope cell.<br />
<br />
However, creating uranium cells from depleted uranium cells requires a breeder reactor. A safe (low temperature) breeder reactor will change a [[Depleted Isotope Cell]] into a [[ Re-Enriched Uranium Cell ]] after it receives 10 000 neutron pulses. However, every time a uranium cell sends a pulse into an isotope cell, it generates heat as if the uranium cell was producing 5 EU/t additional energy. However, no additional energy is generated. Breeder reactors tend to generate a large amount of heat and little energy, but a lot of re-enriched uranium cells, which are easily crafted into uranium cells you can use to generate lots of energy.<br />
<br />
It is possible to make your breeder much more efficient by operating it at higher temperature. At 3001 heat in the reactor, each neutron pulse will recharge isotope cells twice as quickly as at 0 heat (or 2999 heat). 6001 heat will operate three times more efficiently than 0 heat, and so on.<br />
<br />
{| class="wikitable"<br />
! reactor heat !! relative recharge rate<br />
|-<br />
|0 - 2999 || 1<br />
|-<br />
|3001 - 5999 || 2<br />
|-<br />
|6001 - 8999 || 3<br />
|-<br />
|9001 - 11999 || 4<br />
|}<br />
There is no hard limit to the efficiency of your breeder. The higher the operating temperature, the faster it will produce new cells.<br />
But be careful -- at higher reactor temperatures bad things begin to happen. Things that typically end with a crater where your base used to be.<br />
<br />
==Heat regulation==<br />
If you want your breeder reactor to operate efficiently (that means at high temperature), balancing heat can be very tricky. Fortunately [[Heating Cell]]s are here to help. A stack of three of these components in your reactor will give three heat to each surrounding component if that component has less than 3000 heat. Five of them will give 5 heat to each adjacent component up to a maximum of 5000 heat, melting almost any component. This allows you to maintain a stable high temperature is used properly.<br />
<br />
=Safeguarding your reactor=<br />
Even a safe reactor design can be dangerous if misused, and honestly, what's the fun of a safe design when a dangerous one can be so much more efficient? But no one wants to see their base reduced to slag. But there are ways to protect yourself in the event of a meltdown. <br />
<br />
==Planner==<br />
Rather than testing all of your ideas out next to your vault of diamonds, try using the [http://www.talonfiremage.pwp.blueyonder.co.uk/v3/reactorplanner.html planner]. It's a Java application which allows you to test to see if a design will work before implementing it.<br />
<br />
=Dangers of reactor heat=<br />
As the reactor temperature rises, different bad things begin to happen.<br />
The exact heat effects for reactors are:<br />
{| class="wikitable"<br />
|-<br />
! % of max hull heat<br />
! Environmental effect<br />
|-<br />
| 40%<br />
| Flammable blocks within a 5x5x5 cube have a chance of burning.<br />
|-<br />
| 50%<br />
| Water blocks within a 5x5x5 cube (both sources and flowing) will have a chance of evaporating.<br />
|-<br />
| 70%<br />
| Entities within a 7x7x7 cube (instead of a 3x3x3 cube) will get hurt from the radiation exposure.<br />
|-<br />
| 85%<br />
| Blocks within a 5x5x5 cube have a chance of burning or turning into lava ('moving' lava only, no source blocks).<br />
|-<br />
| 100%<br />
| What environment? That hole in the ground?<br />
|}<br />
<br />
==Blast shields==<br />
Other than placing your reactor far, far away, the simplest way to protect yourself is to construct a strong wall between your reactor and your base. This may mean encasing the whole reactor room, or just the side facing your stuff. In either case, a three meter thick wall of reinforced stone or glass will suffice to contain even the most devastating reactor meltdown.<br />
<br />
==Plating==<br />
Another way to protect yourself is to place reactor plating components into your reactor.<br />
;[[File:Grid_Reactor_Plating]] [[Reactor Plating]]:This component will increase your reactors maximum temperature by 1000 and will reduce the reactor's explosion range by 5%.<br />
;[[File:Grid_Containment_Reactor_Plating]] [[Containment Reactor Plating]]:This component will increase your reactors maximum temperature by 500 and will reduce the reactor's explosion range by 10%.<br />
;[[File:Grid_Heat-Capacity_Reactor_Plating]] [[Heat-Capacity Reactor Plating]]:This component will increase your reactor's maximum temperature by 1700 but will only decrease the explosive range by 1%<br />
<br />
{| class="wikitable"<br />
! name !! maximum reactor temperature !! explosion range<br />
|-<br />
| [[Reactor Plating]] || +1000 || -5%<br />
|-<br />
| [[Containment Reactor Plating]] || +500 || -10%<br />
|-<br />
| [[Heat-Capacity Reactor Plating]] || +1700 || -1%<br />
|}<br />
<br />
<br />
<br />
=Reactor Classification=<br />
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.<br />
<br />
==Mark level==<br />
Reactors are classified first by how much they can operate. This is known as their mark.<br />
<br />
=== Mark I ===<br />
Mark I reactors generate '''no''' 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's the price of a completely safe reactor.<br />
<br />
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.<br />
<br />
=== Mark II ===<br />
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.<br />
<br />
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 ''need'' a cool down period after running 3 cycles in a row. Mark II<br />
s that can run 16 times or more get the special sub-class 'E' (Mark II-E) for almost being a Mark I.<br />
<br />
=== Mark III ===<br />
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.<br />
<br />
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.<br />
<br />
=== Mark IV ===<br />
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.<br />
<br />
=== Mark V ===<br />
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'd better have great Redstone timer skills, or you'll never be able to turn your back on these things.<br />
<br />
==Suffixes==<br />
The reactor's mark leaves much unsaid. Specific properties of the reactor (such as single-use coolants which need to be replaced during operation) are described with suffixes<br />
<br />
As well as being Mark I to V, reactor designs also have one or more suffixes to better inform people about their performance.<br />
<br />
;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 '-SUC'.<br />
;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:<br />
:*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.<br />
:*Equal-Breeders have exactly the same heat generation as they do cooling ability and usually only require a user to boost the reactor's heat level manually at the beginning.<br />
:*Positive-Breeders gain heat over time and will require more precise cool down management for the reactor to remain hot.<br />
:Reactors whose sole purpose is to recharge cells may not even have a 'Mark' classification and are simply called '''Breeders''' instead, with the efficiency/SUC suffix added.<br />
<br />
<br />
==Efficiency==<br />
The efficiency of a reactor is also appended to its classification. To calculate efficiency, take the number of uranium pulses a design makes per tick and divide it by the number of uranium cells it possesses.<br />
:The number provided will show the efficiency rating a design has:<br />
:{| class="wikitable"<br />
! Number<br />
! Rating<br />
|-<br />
| Exactly 1<br />
| EE<br />
|-<br />
| Greater than 1 but less than 2<br />
| ED<br />
|-<br />
| 2 or greater but less than 3<br />
| EC<br />
|-<br />
| 3 or greater but less than 4<br />
| EB<br />
|-<br />
| 4 or greater<br />
| EA<br />
|}<br />
<br />
'Note that this classification scheme was written before the 1.106 update, and does not address the possibility of an efficiency greater than 4.44 (the previous maximum efficiency)'<br />
<br />
=Pre 1.106=<br />
The following information does not reflect the 1.106 update.<br />
<br />
=== Reactor Terms ===<br />
Here are some of the terms often used when describing a reactor and its design.<br />
:'''Heat''' - The reactor itself and its components can all store heat. If heat levels gets too high, then components will melt, and there will be a risk of a reactor meltdown (see "Violent explosion").<br />
:'''Cooling''' - Cooling is provided by internal components like a [[Cooling Cell]] and the outside environment like water. Cooling is needed to counteract the effects of heat, preventing a meltdown.<br />
:'''Reactor Tick''' - A reactor 'ticks' once every second. This is when heat, EU generation, and cooling is calculated. (Not to be confused with [[EU#EU.2Ft|EU ticks]] which is a completely different measurement)<br />
:'''Uranium Pulse''' - Pulses occur every reactor tick, each pulse produces heat and EU. Uranium Cells normally pulse once per tick, but will produce one 'bonus' pulse per neighboring cell (This does not cause the cell to deplete faster, essentially generating bonus energy, but also extra heat).<br />
:'''Breeder Reactor''' - A type of reactor design that re-enriches [[Depleted Isotope Cell]]s into full [[Uranium Cell]]s, but produces little power.<br />
:'''Reactor Design''' - The pattern in which components are placed within a reactor. A good design can give you nice, safe energy, and a bad design can spontaneously crater-ize your home and its contents (see "Violent explosion").<br />
:'''Full Cycle''' - The time it takes for a full Uranium Cell to be used up. 10,000 reactor ticks, or 2 hours 47 mins.<br />
:'''Cooldown Period''' - The time required for an inactive reactor to cool all the excess heat it has collected.<br />
:'''Reactor Hull''' - This is where heat goes when it'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]].<br />
:'''Reactor Class''' - All reactor designs can be a class like "Mark-I-O ED" or "Mark-III EB" which gives an indication of how well a design will perform.<br />
:'''Reactor Efficiency''' - The average number of pulses per [[Uranium Cell]]. (efficiency = pulses / cells) <br/>The more Uranium Cells that are placed next to each other, the higher the efficiency, but also the higher the risk.<br />
:'''Violent explosion''' - Also known as "reactor meltdown" or "BOOM". What happens if a reactor overheats over it's limit due to overheating. Leaves behind a crater worth being given a name. Note that serious nuclear engineers always place signs next to such craters to remember how it was created. Like "First reactor setup that was almost working as intended" or "Probably should add explosion resistant walls to the next setup".<br />
<br />
=== Reactor Components ===<br />
A list of the various components that can be used within a reactor. <br />
<br />
==== Main components ====<br />
;[[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.<br />
<br />
:Cables can be connected to a Reactor Chamber to transmit the power generated by the reactor setup. A Redstone signal applied '''directly''' to a Reactor Chamber (such as a redstone wire passing over/into the chamber, or a pulled lever supported by the chamber) will conduct through the chamber to the reactor itself, shutting it down.<br />
<br />
==== Minecraft 1.3.2 ====<br />
<br />
as of 9/16/2012 reactors have been updated and so most of this information is invalid <br />
<br />
this is what i have found in the first part of testing<br />
<br />
a nuclear cell makes 5 eu/tick <br />
<br />
dual cell make 20 eu/tick<br />
<br />
quad cell makes 60 eu/tick<br />
<br />
heat vents apparently do jest that and vent heat.<br />
<br />
REACTORS CAN NO LONGER BE COOLED WITH ICE OR WATER BUCKETS <br />
<br />
neutron reflectors when placed next to uranium cells will cause them to make more eu/tick<br />
<br />
quad 60 eu to 80 eu <br />
<br />
dual 20 eu to 30 eu<br />
<br />
single 5 to 10 eu<br />
<br />
Normal reflectors last for one cycle, where Thick lasts for two. However, they last less time the more Uranium Cells are adjacent.<br />
<br />
==== Uranium components ====<br />
;[[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 "chain reaction" 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) '''as of 1.3.2 - Uranium Cells are reduced to 5EU/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.<br />
<br />
;[[File:Grid_Dual_Uranium_Cell.png]] [[Dual Uranium Cell]]: As it says on the tin. 1.3.2 brings with it new, staged-upgrades for Nuclear Power. Along with it comes Dual and Quad Uranium Cells. These act as if they're 2 or 4 cells in a Grid pattern. 1 Dual cell acts as 2x Uranium Cells are side-by-side. The output from a single slot used is 20EU/t because of 5EU/t per cell, as well as the +5EU/t per cell adjacent to another. <br />
<br />
;[[File:Grid_Dual_Uranium_Cell.png]] [[Quad Uranium Cell]]: 4 Uranium Cells forged together to only take one space in the reactor slot; Output for these are 60EU/t. These new Uranium components allow for much more compact Nuclear Reactor designs - However you still have to manage that heat produced.<br />
<br />
<br />
;[[File:Grid_Near-Depleted_Uranium_Cell.png]] [[Near-Depleted Uranium Cell]]: The 'empty' 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.<br />
<br />
;[[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'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.<br />
<br />
;[[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.<br />
<br />
==== 1.3.2 Cooling components ====<br />
<br />
Cooling changed a lot in IC2 1.106. The hull of a reactor and the coolant cells will no longer lose heat, only store it. To get rid of the stored heat, you need heat vents. Heat vents can store heat (except the [[Component Heat Vent]]) and dissipate it.<br />
<br />
Before starting a complete breakdown on how each cooling component works, here is an explanation of terms:<br />
<br />
:'''maxHeat''' - The maximum heat that can be stored before the component will melt.<br />
:'''selfCooling rate''' - How much heat a component can dissipate per tick.<br />
:'''reactorTransfer rate''' - How much heat the vent can receive from the reactor hull per tick.<br />
<br />
<br />
;[[File:Grid_Heat_Vent.png]] [[Heat Vent]]: The basic Heat Vent is used to collect heat from uranium cells. <br />
;[[File:Grid_Reactor_Heat_Vent.png]] [[Reactor Heat Vent]]:<br />
;[[File:Grid_Overclocked_Heat_Vent.png]] [[Overclocked Heat Vent]]:<br />
;[[File:Grid_Advanced_Heat_Vent.png]] [[Advanced Heat Vent]]:<br />
<br />
==== Cooling components ====<br />
<br />
'''As of 1.3.2 Exterior cooling no longer works. Covering the reactor in water will no longer work. Along with this change Ice will no longer have a cooling effect or buckets of water. Instead new components are introduced to handle cooling in more measurable and gradient fashion. Note: The reactor no longer cools over time without the necessary components. Temperatures will sustain without an intervening body such as Coolant Cells'''<br />
<br />
;[[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.<br />
<br />
;[[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'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.<br />
<br />
;[[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's own cooling. In addition, as this component is able to exchange heat with the reactor itself, it can as well be used to "move" heat from one place to another inside the reactor (using the reactor'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.<br />
<br />
==== One time items ====<br />
<br />
'''No longer work with 1.3.2'''<br />
<br />
;[[File:Grid_Water_Bucket.png]] [[Water Bucket]]: When a reactor'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's temperature or as a hint that the reactor is overheating.<br />
<br />
;[[Non-IC Items|Ice Block]] If a reactor'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.<br />
<br />
;[[File:Grid_Lava_Bucket.png]] [[Lava Bucket]]: Placing a lava bucket inside a reactor will instantly increase the reactor's hull heat by 2,000 points, leaving the empty bucket in the slot. This is useful for 'breeder' type reactors to heat-up the reactor to increase the speed at which Depleted Isotope Cell recharge.<br />
<br />
=== Heating and Cooling ===<br />
<br />
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 '''you''') to get rid of this accumulated heat before the reactor cannot take any more.<br />
<br />
The reactor'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... ''violently''.<br />
<br />
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.<br />
<br />
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:<br />
{| class="wikitable"<br />
|-<br />
! No. of Components<br />
! Heat Generated<br />
|-<br />
| 0<br />
| 10 per pulse into the reactor hull<br />
|-<br />
| 1<br />
| 10 per pulse into component<br />
|-<br />
| 2<br />
| 8 per pulse, 4 for each component<br />
|-<br />
| 3<br />
| 6 per pulse, 2 for each component<br />
|-<br />
| 4<br />
| 4 per pulse, 1 for each component<br />
|}<br />
Pro Tip and Warning: Remember, though putting uranium cells next to each other doubles the energy output, it doubles the heat as well, meaning that two uranium cells next to each other will generate 12 heat each with the max possible 3 components around each.<br />
<br />
Formula:<br/><br />
<br />
====== H = Heat per Uranium cell<br/>U = Number of adjacent Uranium cells<br/>C = Number of adjacent Components<br/> ======<br />
'''H = (U + 1) * (10 - (C - 1) * 2)'''<br />
<br />
<br />
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.<br />
<br />
Depleted Isotope cells only produce 1 heat per tick themselves, but they still react with adjacent Uranium Cells and make them pulse additional times.<br />
<br />
[[Near-Depleted Uranium Cell]]s and [[Re-Enriched Uranium Cell]]s produce 1 heat per tick.<br />
<br />
There are several ways to reduce a reactor's heat each tick:<br />
{|<br />
|- valign="top"<br />
|<br />
{| class="wikitable"<br />
! Outside Source<br />
! Cooling provided<br />
|-<br />
| The reactor itself<br />
| 1 heat<br />
|-<br />
| Each reactor chamber added<br />
| 2 heat per chamber<br />
|-<br />
| Water blocks within a 3x3x3 area*<br />
| 1 heat per block<br />
|-<br />
| Air 'blocks' within a 3x3x3 area**<br />
| 0.25 per block<br />
|}<br />
&#x2A; Both still and flowing water count.<br />
<br />
&#x2A;&#x2A; Torches, Redstone, and similar items won't count.<br />
|<br />
{| class="wikitable"<br />
! Internal Source<br />
! Cooling provided<br />
|-<br />
| Cooling Cell<br />
| 1 heat***<br />
|-<br />
| Integrated Reactor Plating<br />
| 0.1 heat***<br />
|-<br />
| Ice blocks (single use)<br />
| 300 heat per block<br />
|-<br />
| Water Buckets (single use)<br />
| 250 heat per bucket<br />
|}<br />
&#x2A;&#x2A;&#x2A; Cooling only occurs if the component in question has any heat stored.<br />
|}<br />
<br />
The maximum outside cooling possible is 33 (reactor, 6 chambers and 20 water blocks).<br />
<br />
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:<br />
<br />
* 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.<br />
* Manually drop Ice blocks and/or Water buckets into the reactor.<br />
* 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.<br />
** 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's output is inverted and routed back to the reactor ('''not''' on wood blocks, to ensure the segment after the inverter is not destroyed!), it can serve as an automated shutdown / alarm circuit.<br />
<br />
Heat management for a 'Breeder' type reactor is different. Breeders work best when running hot, so it'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.<br />
<br />
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.<br />
<br />
=== Environmental Effects of Reactor Heat === <br />
<br />
As reactors heat up, they will start having detrimental effects on their immediate surroundings.<br />
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.<br />
<br />
The exact heat effects for reactors are:<br />
{| class="wikitable"<br />
|-<br />
! % of max hull heat<br />
! Environmental effect<br />
|-<br />
| 40%<br />
| Flammable blocks within a 5x5x5 cube have a chance of burning.<br />
|-<br />
| 50%<br />
| Water blocks within a 5x5x5 cube (both sources and flowing) will have a chance of evaporating.<br />
|-<br />
| 70%<br />
| Entities within a 7x7x7 cube (instead of a 3x3x3 cube) will get hurt from the radiation exposure.<br />
|-<br />
| 85%<br />
| Blocks within a 5x5x5 cube have a chance of burning or turning into lava ('moving' lava only, no source blocks).<br />
|-<br />
| 100%<br />
| What environment? That hole in the ground?<br />
|}<br />
<br />
=== Reactor Classification ===<br />
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.<br />
<br />
==== Mark I ====<br />
Mark I reactors generate '''no''' 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's the price of a completely safe reactor.<br />
<br />
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.<br />
<br />
==== Mark II ====<br />
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.<br />
<br />
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 ''need'' a cool down period after running 3 cycles in a row. Mark II<br />
s that can run 16 times or more get the special sub-class 'E' (Mark II-E) for almost being a Mark I.<br />
<br />
==== Mark III ====<br />
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.<br />
<br />
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.<br />
<br />
==== Mark IV ====<br />
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.<br />
<br />
==== Mark V ====<br />
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'd better have great Redstone timer skills, or you'll never be able to turn your back on these things.<br />
<br />
==== Additional Suffixes ====<br />
As well as being Mark I to V, reactor designs also have one or more suffixes to better inform people about their performance.<br />
<br />
;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 '-SUC'.<br />
<br />
;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.<br />
:The number provided will show the efficiency rating a design has:<br />
:{| class="wikitable"<br />
! Number<br />
! Rating<br />
|-<br />
| Exactly 1<br />
| EE<br />
|-<br />
| Greater than 1 but less than 2<br />
| ED<br />
|-<br />
| 2 or greater but less than 3<br />
| EC<br />
|-<br />
| 3 or greater but less than 4<br />
| EB<br />
|-<br />
| 4 or greater<br />
| EA<br />
|}<br />
<br />
;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:<br />
:*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.<br />
:*Equal-Breeders have exactly the same heat generation as they do cooling ability and usually only require a user to boost the reactor's heat level manually at the beginning.<br />
:*Positive-Breeders gain heat over time and will require more precise cool down management for the reactor to remain hot.<br />
:Reactors whose sole purpose is to recharge cells may not even have a 'Mark' classification and are simply called '''Breeders''' instead, with the efficiency/SUC suffix added.<br />
<br />
:{| class="wikitable"<br />
! Heat<br />
! Ticks Required<br />
|-<br />
| 0-2,999<br />
| 40,000<br />
|-<br />
| 3,000-5,999<br />
| 20,000<br />
|-<br />
| 6,000-8,999<br />
| 10,000<br />
|-<br />
| OVER 9000!!!<br />
| 5,000<br />
|}<br />
<br />
==== Example Classifications ====<br />
;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.<br />
<br />
;Mark II-1 ED Positive-Breeder: A reactor with recharging capabilities that can only run one full cycle before needing a cool down.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
=== Reactor Security ===<br />
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.<br />
<br />
==== Stable reactors ====<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
It is not possible, no matter how smart the setup is, to run a stable chain reaction of 4 or more Uranium Cells, as even for the setup with the least heat emitted, you still would need more Coolant Cells than you can fit into the reactor chamber. However, if you have the buildcraft mod you can transport ice and water buckets to the reactor, thus cooling it down. It MAY be possible to use a bulidcraft pump and water proof pipes to pump water into the reactor WITHOUT the use of buckets, but it is not known if that will work. See the buildcraft wiki if you don't understand what I am talking about.<br />
<br />
==== Reducing the Explosion Radius ====<br />
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.<br />
<br />
In the unlikely event of a nuclear meltdown, the reactor will explode violently and force its internal pressure right into it'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]].<br />
<br />
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.<br />
<br />
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'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. <br />
<br />
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.<br />
<br />
=== Tips and Tricks ===<br />
Here are a few tips and things to look out for when using a reactor.<br />
* There is a Thermometer add-on on the [http://forum.industrial-craft.net/index.php?page=Thread&threadID=972 IC forum] that can be useful for those who want to monitor heat levels closely.<br />
* Redstone timers can turn even Mark Vs into self regulating-reactors, but if you're not the Redstone equivalent of "The One", then you might want to make use of a Redstone enhancing mod, like [http://integratedredstone.wikispaces.com/ RedPower], for example.<br />
* 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.<br />
* While the reactor hull'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.<br />
* 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).<br />
* It is possible to use buildcraft with a nuclear reactor by connecting pipe to either the main reactor block or its chambers. This can be used to pump ice into the reactor from a chest continuously. Ice can be produced with pumps over infinite water sources adjacent to compressors (creating snowballs) feeding into another compressor which turns snowballs to ice, but it requires about 1400 EU per ice block, and may not be practical.<br />
*As an additional precaution, consider adding an automatic cutoff switch. If the redstone current which turns the reactor on is wired over or through a flammable block near the reactor, then if the reactor gets hot enough to burn nearby blocks the reactor will probably turn off, which may stop the meltdown. <br />
<br />
<span class="mw-headline" style="font-size: 14pt" id="GUI">GUI</span><br />
----<br />
This is the new GUI (fully upgraded with 6 additional [[Reactor Chamber]]s):<br />
{{Grid/Reactor}}<br />
Don't think about using them as a mad scientist's large chest; a reactor will spit out any item that is unrelated to its function. (Other than empty buckets.)<br />
<br />
== HAYO ==<br />
<br />
<br />
<font size = 7><span style="color:#0000FF">IT'S</span> <span style="color:#00FFFF">TIME</span> <span style="color:#00FF00">FOR</span> <span style="color:#FFFF00">THE</span> <span style="color:#FF4500">INDUSTRIAL</span> <span style="color:#FF0000">REVOLUTION,</span> <span style="color:#FF1493">HAYO!</span></font><br />
<br />
<br />
And since there's no revolution without sacrifices, we shall now remain quiet for 2 ticks to show our sympathy towards a lone, unnamed engineer, who managed to obtain the ultimate blueprints of Nuclear Engineering.<br />
There, silence done, let's check out the blueprints! [http://i46.tinypic.com/23tli1d.jpg| >>ACCESS GRANTED<<]<br />
<br />
Step I: Craft the future<br />
First of all, you will need to craft a Nuclear Reactor itself. Of course you can't just summon a complex Reactor out of some iron and other stuff! That would be unrealistic. Instead, you first need to craft Nuclear Chambers. These chambers are, duh, CHAMBERS. Accordingly, you merely need a Machine Block and a half'o'stack of Copper. How to craft 33 elements together? Well, use your head, it's all about compressing numbers into quality.<br />
(Be advised, I do not take any responsibility to injuries taken due attempts to compress Coppy by hammering it with your head.)<br />
After you successfully crafted three, not two, not four, but three, to be spelled, 3, which is the number following after the 2 and going before 4, chambers, you can now easyly create a Nuclear Reactor, by combining the side-wards aligned Chambers with a Generator below and an advanced Circuit above.<br />
You say that's much easier then before? Well, I say HAYO.<br />
Due to improvements in various blueprints, we managed to cut down useless wasted ressources by 2%, resulting in the new and awesomely cheap recipe. Once you crafter your Reactor, it's already fully operational. Placing it down can be done anywhere, since the new Copper-based isolation will ensure the Reactor to be 100% immune to outward influences, accordingly it does neither heat up or cool down by itself or by surrounding blocks.<br />
As you knew from before, a simple Reactor only contains 3 chambers and accordingly offers you 3 coloumns of space for installment of your personlaized reactor setup. You can expand this setup to up to 9 coloumns by placing more chambers (for the math-weak of you: 6) adjacent to the Nuclear Reactor core.<br />
Unless you intend to use your Reactor as hayo-ish replacement for a TNT-cannon, I advise to use Reinforced Stone to encase the Reactor in a resistant layer to ensure minimal area destruction in case of 'slight misscalculations'.<br />
<br />
Part II: Uranium and you (the radiated individual)<br />
Of course the fuel, the source of energy, the symbol of life, the ultimate answer to the question of the sense of life, the universe and how to obtain enough power for everything else, is Uranium. Mined as raw chunks, compressed into craftable Brickets, filled into strangely durable tin cells, you obtain Uranium cells.<br />
Be advised that, for your own security, Uranium cells do only do 'something' when the reactor is receiving a direct redstone signal.<br />
Uranium cells last for 10.000 seconds (and accordingly 10.000 ReactorTicks) each. The lifetime of an Uranium cell is considered 'one reactor cycle'.<br />
Uranium cells constantly and reliably (why? who cares?!) 'pulse' every full second. Every pulse causes an Uranium cells to send out a load of neutrons, whilst consuming 1/10000th of itself. Due to the critical-mass-of-compressed-uranium-in-small-tin-cells-for-whatever-reasons-hayo-rule, only a fractal of the Neutrons will actually cause Nuclear Reaction within the cell. (Reaction are good, they produce energy!).<br />
In effect, this causes a single cell to merely produce one 'pulse' of energy. Every pulse of energy produces enough useable heat for the Nuclear Reactor to produce 100 EU, spread out amongst the next 20 ticks, effectively granting 5 EU/t.<br />
However, if you place Uranium Cells adjacent to other Uranium Cells, the normally 'lost' Neutrons will hit the adjacent Uranium Cell, creating another pulse (for each adjacent Uranium cell). Therefore, 2 neighbouring cells will create a total of FOUR pulses, opposed to two pulses if they would be seperated.<br />
This is called 'efficiency'. Since the lifetime of a cell is not dependant on the amount of pulses it effectively creates (but on it's 10k second lifetime, duh), one piece of Uraniumj can produce 1 or x million EU. Naturally, you will want a higher efficiency to maximize the energy gain of your Reactor.<br />
However, the more efficient a cell is, the higher is the not-useable heat produced by it. Whilst useable heat is good, unuseable heat is not. It's like the dark side of good heat, just without cookies.<br />
A cell creating 5 EU/t will produce 4 heat per second. 10 EU/t produce 12hps. 15 is 24hps, 20 is 40hps, etc... You will shortly learn how to deal with reactor heat.<br />
Lastly, it should be mentioned there are theoretical approaches to condense more Uranium into less space. Of course way too dangerous to attempt this in practical applications, condensing Uranium Cells into more compact arrangements would permit users to reduce the amount of slots needed for actual Uranium Cells. Additionally, it would permit the Uranium Cells to more effectively use it's own emitted Neutrons.<br />
For example a, theoretical!, setup of a 'Dual Uranium Cell', would not just produce twice as much energy (and heat) compared to a single cell, but it would additional pulse by itself TWO TIMES (per cell element!), for a total of up to 6 pulses per Neutron emission. With a 'Quad Uranium Cell', this would even increase to a maximum of 7 pulses, the highest efficiency theoretically possible. Though such a setup would create whopping 448 heat per second... which isn't exactly hayo...<br />
<br />
Part III: Reactors in heat. ... Wait a second...<br />
A reactor can only take so much heat before it will start melting and finally explode (which is a safety measure to prevent in from leaking dangerous radioactivity). Per default, the reactor hull can survive up to 10k heat without lasting damage. However, as the reactor's temperature rises, it will start affecting it's surrounding. Reactor heat can set wooden structures ablaze, melt stone into lava and harm living beings. It is ill-advised to approach hot reactors without full Hazmat-Equipment.<br />
To prevent the reactor hull from heating up, you can make use of various Reactor Components. The most simple of those are Coolant Cells. Uranium Cells emit heat to all surrounding components (which can accept it) and will only heat the hull itself if there is no (suitable) component present. For example an Uranium Cell surrounded by four other cells will always heat the reactor hull.<br />
Coolant Cells can be constructed in multiple layers of coolant water, permitting the cells to store 10k, 30k or even hayoish 60k of heat. However, by themselves these cells do merely STORE the heat, but don't DISSIPATE any heat and will eventually melt as well (causing the cells to heat the hull again).<br />
<br />
For this reason, I hereby present you: HeatSwitches (commonly known as HD or HeatDissipator, HeatDistributer and Strange-Thing-Which-Can-Magically-Alter-Temeperatures).<br />
The standard HeatSwitch can store 2500 heat, has a 'sideTransfer rate' of 12 and a 'coreTransfer rate' of 4.<br />
All HeatSwitches work the same way: They calculate the % of heat stored in all surrounding tiles, themselves and the reactor hull, calculate a median and then attempt to reach that median on all components. A heatSwitch will first shift around (component <-> switch) the heat of adjacent components, to a max of sideTransfer. Then he will try to balance the heat between itself and the reactor to a max of coreTransfer.<br />
The 'Core Heat Switch' does have a sideTransfer rate of 0 (thus no heat balance between adjacent components), but a coreTransfer rate of 72, and a maxHeat of 5000.<br />
The 'Spread Heat Switch' does not have a coreTrasnfer, but instead 36 sideTransfer, and a maxHeat of 5000.<br />
Lastly, the 'Diamond Heat Switch' has a sideTransfer of 24 and a coreTransfer of 8, and a maxHeat of 10000.<br />
Opposed to the old HD's, the switches do NOT dissipate heat, have a LOW heat storage and do go by %, not my static values. F.e. you have a core heat switch (5000 max) and a reactor with some plating (20000 max). The system has a total of 5000 heat. The switch will balance 1000 heat to itself and 4000 to the reactor, resulting in 20% heat for itself and the reactor.<br />
<br />
Now you can spread heat through all reactor components and balance it amongst all storage units. But unless you intend to constantly replace the storage components, the heat will merely accumulate all over the time. To solve this, our engineers designed HeatVents (aka Vents, Heat Ventilation, Ventilators, Fans, Followers...)<br />
Vents have a maxHeat of 1000 and a 'selfCooling rate' and a 'reactorTransfer rate'.<br />
A vent will always first draw heat from the reactor in height of it's reactorTransfer rate, regardless of it's own heat level. They do not 'balance' as heatSwitches do. Second, they will reduce their own heat by the selfCooling rate, venting the heat into the air = Mystically gone.<br />
'Basic Vent's do merely have a selfVent of 6.<br />
'CoreVent's have 5 selfVent and 5 reactorTransfer (effectively applying continous -5Heat/tick to the reactor hull.<br />
'Golden CoreVent's are tricky to use. They provide an amazing 20 selfCooling, but have 36 reactorTransfer. Effectively, this means they will always melt themselves if the reactor has enough heat avaible. It's up to you to figure out how to use them properly.<br />
'Diamond Vent's have 12 selfCooling, but 0 reactorTrasnfer again.<br />
There is one special, the 'SpreadVent'. It can NOT take up any heat. However, it automatically cools down all adjacent components by 4 per tick.<br />
<br />
Part IV: Have your uranium breed itself<br />
By now, you should have run low on Uranium supplies. But luckyly, we still have Breeding to reenrich and reuse spent Uranium!<br />
Whenever an Uranium Cell is used up, it has a 25% chance to turn into a Depleted Uranium Cells without enough uraniumized remains to be recycled. Refilling such a depleted cell with Coal Dust will provide the necessary raw material, resulting in an 'Isotope Cell'.<br />
During normal Reactor operations, Uranium Cells send out Neutrons every full seconds (as mentioned above). If an Isotope Cell is struck by 10000 Neutrons, it will turn into an Re-Enriched Isotope Cell. Combine this result with some more coal dust and it will turn into a fully useable Uranium Cell again.<br />
The process of re-enriching Isotope Cells, however, creates the same amount of heat as the interaction between Uranium Cells, WITHOUT actually producing the according energy. But considering you can obtain a full new Uranium Cell as a 'byproduct' it should still pay out. That's the way of Nuclear Engineering, GangnamHAYO style.<br />
Even better though, the re-enrichment of Isotopes by Neutrons seems to be temperature-dependant. For each 3000 units of heat, basing on the reactor hull, there will be one additional Neutron affecting the Isotope. Accordingly, breeding Uranium with reactors on higher temperatures (f.e. 9001 heat) is much more effective (f.e. 4x fast).<br />
<br />
However, with all your awesome coolant engineering... how could a reactor possibly heat up that much? The solution has a name: Lava Buckets Heating Cells!<br />
Heating Cells, also known as HeatPacks, are special components, harnessing the intense heat of lava to act as UNDIMINISHING source of heat. These things are sort of cheap and stackable. Placing them inside of a reactor will cause them to heat up all surrounding components by 'stackSize' (=the amount of heatcells placed into the same slot).<br />
They will keep doing that, until the components heat level reached stackSize*1000. This way you can easyly configure your reactor to remain on a specific heat level.<br />
Be advised you should use coolant cells next to the heatpacks, as heating f.e. vents to 30k doesnt really work. At least not for me, HAYO.<br />
<br />
Part V: How to turn your Reactor from hayo to HAYO!<br />
You probably are asking, right now, 'What the hell? How can a reactor possible contain the heat necessary for successfull breeding?!'<br />
The answer is Plating. There are three kinds of plating.<br />
The 'Integrated Plating' increases the maximum amount of heat your Reactor can contain by 1000. Additionally, it serves as a buffer and stabilizer in case of emergencys, and will reduce a Reactor's explosion range by 5%. Since this is reallife and not some exploitable computer game, using 20 platings will NOT make your reactor unexplodeable, don't try! Additionally, it reduces the strength of heat-based reactor effects (burning your cookies and setting your factory ablaze) to the same degree.<br />
There are, additionally, two modified Plating versions. The 'Heat Plating' grants +2000 maxHeat, but only a 1% modifier, whilst the 'Explosive Plating' grants only +500 maxHeat, but a 10% reduction.<br />
Platings DO NOT take or redistribute any sort of heat and accordingly can be safely carried in larger stacks. These stacks (opposed to HeatPacks) don't influence the way they work, though.<br />
<br />
And, to make things even 'more better', you can now directly enhance the effectivity of single Uranium Cells WITHOUT the use of other Uranum Cells, by the use of Reflectors.<br />
Neutron Reflectors. As their name implies, they will 'reflect lost Neutrons', causing Uranium Cells to pulse equally as if they would be surrounded by more Uranium. Whilst this increases the Uranium Cells heat output, the Neutron Reflector itself will of course not produce additionally heat (opposed to a second Uranium Cell).<br />
Neutron Reflectors have a limited life length of 10000 ticks. You can, however, craft a 'Thick Neutron Reflector' with a lifetime of 40k ticks. Be advised: Neutron Reflectoers surrounded by multiple cells will diminish faster (2 cells adjacent to the same reflector will deplete it in half of a cell cycle).<br />
To give you an example of this astonishing techonology: Surrounding a single uranium cell with 4 Reflectors will grant it efficiency class 5.<br />
<br />
And if all these methods just don't cut it: Condensators<br />
Condensators are a special tool to reduce Reactor heat. They come as Redstone and as LapisLazuli versions (latter one being an upgrade of former).<br />
Condensators will accept any amounts of heat from surrounding components (though they don't balance heat around themseles), and INSTANTLY disperse the heat by using their fuel. Yes, you heard right: INSTANT dispersion of UNLIMITE amounts of heat. Effecively a black hole. For heat. Within your Nuclear Reactor. Uhm... HAYO!<br />
A Redstone Condensator can absorb 20k heat, refilling it (crafting) with redstone will restore 10k of it's capcity.<br />
LapisLazuli Condensators can absorb 100k heat, redstone refills 5k and Lapis Lazuli 40k.<br />
<br />
Part VI: Last and most likely least...<br />
Due to copyright issues and nostalgic ideals, it's still recommended to use the 'old' system of labelling your Reactor designs. You can find the somewhat outdated notes here: [http://forum.industrial-craft.net/index.php?page=Thread&postID=2178#post2178| Handbook for Reactor-Labelling].<br />
<br />
{{Navigation}}<br />
[[Category:Generators]]<br />
span class="mw-headline" style="font-size: 14pt" id="Recipe">Recipe</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=LZH-Condensator&diff=11874LZH-Condensator2012-10-02T05:58:17Z<p>Luingar: Created page with "A thing involving reactors"</p>
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<div>A thing involving reactors</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Core_Heat_Exchanger&diff=11873Core Heat Exchanger2012-10-02T05:58:09Z<p>Luingar: Created page with "A thing involving reactors"</p>
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<div>A thing involving reactors</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Advanced_Heat_Exchanger&diff=11872Advanced Heat Exchanger2012-10-02T05:58:06Z<p>Luingar: Created page with "A thing involving reactors"</p>
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<div>A thing involving reactors</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Heat_Exchanger&diff=11871Heat Exchanger2012-10-02T05:58:03Z<p>Luingar: Created page with "A thing involving reactors"</p>
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<div>A thing involving reactors</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Component_Heat_Exchanger&diff=11870Component Heat Exchanger2012-10-02T05:57:23Z<p>Luingar: Created page with "A thing involving reactors"</p>
<hr />
<div>A thing involving reactors</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=RSH-Condensator&diff=11869RSH-Condensator2012-10-02T04:48:43Z<p>Luingar: Created page with "IC2 1.0.6+'s thing for CASUC reactors."</p>
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<div>IC2 1.0.6+'s thing for CASUC reactors.</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Category:Tutorial&diff=11849Category:Tutorial2012-10-01T17:43:45Z<p>Luingar: Created page with "This is a list of tutorials to teach you how to better play IC2"</p>
<hr />
<div>This is a list of tutorials to teach you how to better play IC2</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Tutorial:Nuclear_Power&diff=11848Tutorial:Nuclear Power2012-10-01T17:43:04Z<p>Luingar: </p>
<hr />
<div>== Nuclear Physics 101 ==<br />
<br />
Welcome, to the Industrial Craft School of Nuclear-arity!<br><br />
Here, we shall give some tips and tricks to avoid turning your '''new home''' into a '''melting slag heap'''!<br />
<br />
=== Step 1: Finding [[Uranium_Ore|Uranium Ore]] ===<br />
[[file:Uranium_ore.png |200x200px| link=|right]]<br />
There is no easy way to find Uranium Ore short of mining, mining, mining. It appears randomly in '''very''' small veins, and has been seen on the surface at sea level. It also appears rarely in the walls of caverns. It must be mined with an Iron or better Pickaxe, and will drop 1&times; [[Uranium]] when successfully mined.<br />
<br />
=== Step 2: My First Reactor(tm) ===<br />
<br />
The Chernobyl-2 [[Nuclear Reactor]] is expensive to build, relying as it does on hard-to-obtain elements like Glowstone and [[Copper Plate|Copper Plates]]. Don't expect to build one in your first week.<br />
<br />
If you think you've got the stocks make one, then let's do it! <br />
Advanced materials you will need:<br />
<br />
1 [[Advanced Circuit]]<br />
<br />
1 [[Generator]]<br />
<br />
3 [[Reactor Chamber|Reactor Chambers]]<br />
<br />
Wait... what? Reactor chambers? What on Earth? <br />
It's the core of the nuclear reactor, containing all your precious reactor components and fuel. <br />
Well, hopefully containing it... more on that later.<br />
<br />
First you'll need 12 Copper Plates for the Reactor Chambers:<br />
{{Grid/Machine<br />
|Type=Compressor<br />
|Top=Copper<br />
|Bottom=RE Battery (Charged)<br />
|Output=Dense Copper Plate<br />
}}<br />
*Note: You have to Compress 8 Copper at once.<br />
<br />
You can then use these to build your 3 Reactor Chambers:<br />
{{Grid/Crafting Table<br />
|A1=|B1=Dense Copper Plate|C1=<br />
|A2=Dense Copper Plate|B2=Machine|C2=Dense Copper Plate<br />
|A3=|B3=Dense Copper Plate|C3=<br />
|Output=Reactor Chamber<br />
}}<br />
Almost there! <br />
<br />
Using the Generator, Advanced Circuit, and your new Reactor Chambers, craft the wonder that is the Chernobyl-2 Nuclear Reactor:<br />
{{Grid/Crafting Table<br />
|B1=Advanced Circuit<br />
|A2=Reactor Chamber|B2=Reactor Chamber|C2=Reactor Chamber<br />
|B3=Generator<br />
|Output=Nuclear Reactor<br />
}}<br />
<br />
Congratulations! World Domination is a step closer to reality!<br />
<br />
=== Step 3: Finding Your 3-Mile Island ===<br />
<br />
Siting your [[Nuclear Reactor]] is crucial! '''Proximity and Containment''' is key here.<br />
<br />
These two considerations are interdependent- heavily shielding a reactor with carefully placed [[Reinforced Stone]] means it can be safely sited quite close to your precious mansion/fortress/hobbithole; whereas an unshielded reactor should be sited far, far away from anything and everything you hold dear.<br />
<br />
=== Step 4: Heavy Water ===<br />
<br />
'''Cooling''' is absolutely vital.<br />
Placing your reactor at the centre of a 3x3 cube of water is considered the very minimum in cooling requirements. Still and flowing water have the same cooling effect. Additional [[Reactor Chamber|Reactor Chambers]], [[Cooling Cell|Cooling Cells]] and [[Integrated Heat Dispenser|Integrated Heat Dispensers]] will all have a positive effect on cooling. See the [[Nuclear Reactor]] page for a complete breakdown of heating and cooling in nuclear systems.<br />
<br />
=== Step 5: The Green Glow ===<br />
<br />
At this point, you should have a complete reactor, ideally situated inside a reinforced stone tank of water. No time for congratulations, though... we need fuel for the beast! Raw Uranium ore simply will not do, so it's time for:<br />
<br />
=== Step 6: Cells of Plenty ===<br />
So, how to we process Uranium, you ask? Easy!<br />
You have to [[Compressor|Compress]] it into shiny new [[Uranium Fuel Ingot|Uranium Fuel Ingots]]:<br />
{{Grid/Machine<br />
|Type=Compressor<br />
|Top=Uranium<br />
|Bottom=RE Battery (Charged)<br />
|Output=Refined Uranium<br />
}}<br />
<br />
Then shove those ingots into an [[Empty Cell]] to make a [[Uranium Cell]]! <br />
<br />
{{Grid/Crafting Table<br />
|A1=Empty Cell|B1=Uranium Fuel Ingot|C1=<br />
|A2=|B2=|C2=<br />
|A3=|B3=|C3=<br />
|Output=Uranium Cell<br />
}}<br />
<br />
These are suitable for use in the Chernobyl-2 Reactor, each capable of outputting ''incredible'' amounts of power!<br />
<br />
=== Step 7: The Soothing Hum of Power ===<br />
<br />
Reactors are capable of outputting considerable power: '''each''' [[Uranium Cell]] will output 10 EU/tick, meaning that high-output Reactors need high-level infrastructure to avoid machinery damage: [[HV Transformer|HV_Transformers]], [[MFS_Unit|MFS Units]] and [[Glass_Fibre|Glass Fibre Cables]] are a common sight in a nuclear installation. Uranium Cells also have a considerable lifespan: each can produce between '''2,000,000 to 10,000,000 EU!'''<br />
<br />
=== Step 8: Holy Fukushima! <small>(with apologies to the easily offended!)</small> ===<br />
<br />
If the proper precautions are taken, a Nuclear plant is as safe as a solar panel. <br />
<br />
When things '''do''' go wrong though - they go wrong in spectacular fashion. The resultant blast of an overheated reactor will level everything in a ~30 block radius that isn't Reinforced or Obsidian. Thankfully a [[Reinforced Door]] still provides protection even when open, but be careful of siting anything in line with the power cable output from the containment vessel, as this is the one weak point in any nuclear plant.<br />
<br />
=== Further Reading ===<br />
Nuclear reactors are very valuable, have enormous energy-producing potential, and without a doubt have a steep learning curve.<br />
<br />
A complete breakdown of how each reactor component works is available on the IC2 forum [http://forum.industrial-craft.net/index.php?page=Thread&threadID=446 Here], or on the [[Nuclear Reactor]] page of the wiki.<br />
<br />
{{Navigation|Tutorials=yes|Secrets=yes}}<br />
<br />
[[Category:Tutorial]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Copper_Plate&diff=11847Copper Plate2012-10-01T17:41:21Z<p>Luingar: Redirected page to Dense Copper Plate</p>
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<div>#redirect [[Dense_Copper_Plate]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Talk:Singularity_Compressor&diff=11846Talk:Singularity Compressor2012-10-01T17:40:49Z<p>Luingar: Blanked the page</p>
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<div></div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Dynamite-o-mote&diff=11845Dynamite-o-mote2012-10-01T17:39:30Z<p>Luingar: Redirected page to Dynamite-O-Mote</p>
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<div>#REDIRECT [[Dynamite-O-Mote]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Dynamite-o-mote&diff=11844Dynamite-o-mote2012-10-01T17:38:34Z<p>Luingar: Redirected page to Dyn-o-mote</p>
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<div>#REDIRECT [[Dyn-o-mote]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=User:RestfulMonad&diff=11842User:RestfulMonad2012-10-01T17:36:27Z<p>Luingar: here, have a user page.</p>
<hr />
<div>= Crop Infobox Template =<br />
<!-- outright stolen from Template:Block and edited lightly for appropriateness --><br />
{{infobox common<br />
| imagearea = [[File:{{#if: {{{image|}}} | {{{image}}} | {{#ifexist: File:{{BASEPAGENAME}}.png | {{BASEPAGENAME}}.png | No block image.png{{!}}link=File:{{BASEPAGENAME}}.png}} }}|150px|center]]{{<br />
#if: {{{image2|}}} | {{{image2}}} | {{#ifexist: File:{{BASEPAGENAME}}_growth.png | [[File:{{BASEPAGENAME}}_growth.png|150px|center]]}} }}<br />
|rows =<br />
{{infobox row|label = Tier |field = {{ #if: {{{tier|}}} | {{{tier}}} | ? }} }}<br />
{{infobox row|label = Source |field = {{ #if: {{{source|}}} | {{{source}}} | ? }} }}<br />
{{infobox row|label = Drops |field = {{ #if: {{{drops|}}} | {{{drops}}} | ? }} }}<br />
{{infobox row|label = Discovered By |field = {{ #if: {{{discoverer|}}} | {{{discoverer}}} | ? }} }}<br />
{{infobox row|label = Keywords |field = {{ #if: {{{keywords|}}} | {{{keywords}}} | ? }} }}<br />
{{infobox row|label = Special Conditions |field = {{ #if: {{{conditions|}}} | {{{conditions}}} | ? }} }}<br />
}}<br />
<br />
= Crop Information =<br />
These will be moved to individual crop pages if they get created - summaries are short for now, but they should fill out as we discover more about them such as good ways to produce them via crossbreeding.<br />
<br />
== Pumpkin ==<br />
{{Crop<br />
|tier=1<br />
|source=Pumpkin Seeds<br />
|drops=Pumpkins<br />
|discoverer=Notch<br />
|keywords=Orange, Decoration, Stem<br />
|conditions=None<br />
}}<br />
<br />
[[Pumpkin]] crops grow standard Minecraft pumpkins. These crops leave stems when harvested, much like their vanilla counterparts, but the stem and the pumpkins share a block when planted as a crop allowing for denser pumpkin farms.<br />
<br />
== Wheat ==<br />
{{Crop<br />
|tier=1<br />
|source=Seeds<br />
|drops=Wheat<br />
|discoverer=Notch<br />
|keywords=Yellow, Food, Wheat<br />
|conditions=None<br />
}}<br />
<br />
[[Wheat]] crops grow standard Minecraft wheat. Unlike Minecraft wheat, once harvested the wheat crops do not need to be replanted.<br />
<br />
== Dandelion ==<br />
{{Crop<br />
|tier=2<br />
|source=Dandelions (4)<br />
|drops=Dandelion Yellow<br />
|discoverer=Notch<br />
|keywords=Yellow, Flower<br />
|conditions=None<br />
}}<br />
<br />
[[Dandelion]] crops are a renewable source of yellow dye. A stack of at least four dandelions are required to plant the crop, but once planted the crop starts out fully grown.<br />
<br />
== Melon ==<br />
{{Crop<br />
|tier=2<br />
|source=Melon Seeds<br />
|drops=Melon Slices, Melons<br />
|discoverer=Notch<br />
|keywords=Green, Food, Stem<br />
|conditions=None<br />
}}<br />
<br />
[[Melon]] crops grow standard Minecraft melon slices in additon to occasionally dropping whole melon blocks. These crops leave stems when harvested, much like their vanilla counterparts, but the stem and the melons share a block when planted as a crop allowing for denser melon farms.<br />
<br />
== Reed ==<br />
{{Crop<br />
|tier=2<br />
|source=Reeds<br />
|drops=Reeds<br />
|discoverer=Notch<br />
|keywords=Reed<br />
|conditions=None<br />
}}<br />
<br />
[[Reed]] crops grow quickly and produce reeds which can be immediately replanted if needed.<br />
<br />
== Rose ==<br />
{{Crop<br />
|tier=2<br />
|source=Roses (4)<br />
|drops=Rose Red<br />
|discoverer=Notch<br />
|keywords=Red, Flower, Rose<br />
|conditions=None<br />
}}<br />
<br />
[[Rose]] crops are a renewable source of red dye. A stack of at least four roses are required to plant the crop, but once planted the crop starts out fully grown.<br />
<br />
== Weed ==<br />
{{Crop<br />
|tier=0<br />
|source=Empty Crops<br />
|drops=Nothing<br />
|discoverer=Alblaka<br />
|keywords=Weed, Bad<br />
|conditions=Yes<br />
}}<br />
<br />
[[Weeds]] will grow randomly on empty crops or cross crops. Their growth can be halted through vigorous application of [Weed-EX], but this may also stunt the growth of some crops. Weeds will spread to nearby crops, destroying entire farms if left unchecked. Weeds inherit their growth stat from nearby crops.<br />
<br />
== Blackthorn ==<br />
{{Crop<br />
|tier=2<br />
|source=Crossbreeding<br />
|drops=Ink Sac<br />
|discoverer=Alblaka<br />
|keywords=Black, Flower, Rose<br />
|conditions=None<br />
}}<br />
<br />
[[Blackthorn]] crops are a renewable source of black dye. They are only available via crossbreeding other crops.<br />
<br />
== Cyazint ==<br />
{{Crop<br />
|tier=2<br />
|source=Crossbreeding<br />
|drops=Cyan Dye<br />
|discoverer=Alblaka<br />
|keywords=Blue, Flower<br />
|conditions=None<br />
}}<br />
<br />
[[Cyazint]] crops are a renewable source of black dye. They are only available via crossbreeding other crops.<br />
<br />
== Tulip ==<br />
{{Crop<br />
|tier=2<br />
|source=Crossbreeding<br />
|drops=Purple Dye<br />
|discoverer=Alblaka<br />
|keywords=Purple, Flower, Tulip<br />
|conditions=None<br />
}}<br />
<br />
[[Tulip]] crops are a renewable source of purple dye. They are only available via crossbreeding other crops.<br />
<br />
== Cocoa ==<br />
{{Crop<br />
|tier=3<br />
|source=Cocoa Beans<br />
|drops=Cocoa Beans<br />
|discoverer=Notch<br />
|keywords=Brown, Food, Stem<br />
|conditions=Yes<br />
}}<br />
<br />
[[Cocoa]] crops are a renewable source of brown dye. To grow them there must be at least one dirt block underneath the tilled soil the crop is placed on. Up to three dirt blocks are recommended for best results.<br />
<br />
== Venomilia ==<br />
{{Crop<br />
|tier=3<br />
|source=Crossbreeding<br />
|drops=???, Grin Powder<br />
|discoverer=raGan<br />
|keywords=Purple, Flower, Tulip, Weed<br />
|conditions=None<br />
}}<br />
<br />
[[Venomilia]] crops produce Grin Powder and ???. Once they are fully grown they spread weeds to nearby crops - harvesting them stops them from spreading.<br />
<br />
== Stickreed ==<br />
{{Crop<br />
|tier=4<br />
|source=Crossbreeding<br />
|drops=Sticky Resin<br />
|discoverer=raa1227<br />
|keywords=Reed, Resin<br />
|conditions=None<br />
}}<br />
<br />
[[Stickreed]] crops produce sticky resin, an alternative to tapping rubber trees. They are only available via crossbreeding other crops.<br />
<br />
== Hops ==<br />
{{Crop<br />
|tier=5<br />
|source=Crossbreeding<br />
|drops=Hops<br />
|discoverer=Alblaka<br />
|keywords=Green, Ingredient, Wheat<br />
|conditions=None<br />
}}<br />
<br />
[[Hops (crop)]] crops produce [[Hops]], a key ingredient in [[Booze]]. They are only available via crossbreeding other crops.<br />
<br />
== Nether Wart ==<br />
{{Crop<br />
|tier=5<br />
|source=Nether Wart<br />
|drops=Nether Wart<br />
|discoverer=Notch<br />
|keywords=Red, Nether, Ingredient, Soulsand<br />
|conditions=None<br />
}}<br />
<br />
[[Netherwart]] crops produce nether wart. These crops can be planted in the overworld, saving pesky trips to the nether for potion brewing supply runs.<br />
<br />
== Terra Wart ==<br />
{{Crop<br />
|tier=5<br />
|source=Crossbreeding<br />
|drops=Terra Wart<br />
|discoverer=Alblaka<br />
|keywords=Blue, Aether, Consumable, Snow<br />
|conditions=None<br />
}}<br />
<br />
[[Terra Wart]] crops produce [[Terra Wart]], a food item. They are only available via crossbreeding other crops.<br />
<br />
== Ferru ==<br />
{{Crop<br />
|tier=6<br />
|source=Crossbreeding<br />
|drops=Iron Dust<br />
|discoverer=Alblaka<br />
|keywords=Grey, Leaves, Metal<br />
|conditions=Yes<br />
}}<br />
<br />
[[Ferru]] crops are a renewable source of iron. In order for Ferru to grow, there must be an iron ore block placed underneath the tilled soil block the crop is planted on.<br />
<br />
== Redwheat ==<br />
{{Crop<br />
|tier=6<br />
|source=Crossbreeding<br />
|drops=Redstone Dust<br />
|discoverer=raa1337<br />
|keywords=Red, Redstone, Wheat<br />
|conditions=Yes<br />
}}<br />
<br />
[[Redwheat]] crops are a renewable source of redstone. To grow, these crops require a light level equal to that of a redstone torch - 7.<br />
<br />
== Coffee ==<br />
{{Crop<br />
|tier=7<br />
|source=Crossbreeding<br />
|drops=Coffee Beans<br />
|discoverer=Snoochy<br />
|keywords=Leaves, Ingredient, Beans<br />
|conditions=None<br />
}}<br />
<br />
[[Coffee]] crops produce [[Coffee Beans]] which are used to brew [[Coffee]]. They are only available via crossbreeding other crops.<br />
<br />
== Aurelia ==<br />
{{Crop<br />
|tier=8<br />
|source=Crossbreeding<br />
|drops=Gold Nuggets<br />
|discoverer=Alblaka<br />
|keywords=Gold, Leaves, Metal<br />
|conditions=Yes<br />
}}<br />
<br />
[[Aurelia]] crops are a renewable source of gold. You must place a block of gold ore underneath the tilled soil the crop block rests on in order for Aurelia to grow.</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Clay&diff=11841Clay2012-10-01T17:34:53Z<p>Luingar: </p>
<hr />
<div>== Alternative Mettod ==<br />
<br />
You can mine for clay balls and arrange it in a 2x2 square in the crafting table. It will give you a Clay Block.<br />
<br />
{{Grid/Crafting Table<br />
|A1=ClayBall | B1=Clayball<br />
|A2=ClayBall|B2=ClayBall<br />
|Output=Clay|OA=1<br />
}}</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Clay&diff=11840Clay2012-10-01T17:34:38Z<p>Luingar: I think that information is old enough to be gone now. If any of you still play the version of minecraft with the super rare clay, feel free to add it back.</p>
<hr />
<div>== Alternative Mettod ==<br />
<br />
You can mine for clay balls and arrange it in a 2x2 square in the crafting table. It will give you a Clay Block.<br />
<br />
{{Grid/Crafting Table<br />
|A1=ClayBall | B1=Blayball<br />
|A2=ClayBall|B2=ClayBall<br />
|Output=Clay|OA=1<br />
}}</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Category:Pages_with_broken_file_links&diff=11839Category:Pages with broken file links2012-10-01T17:30:15Z<p>Luingar: Created page with "This is a list of pages that link to pages or images that do not exist."</p>
<hr />
<div>This is a list of pages that link to pages or images that do not exist.</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Hazmat_Suit_Leggings&diff=11838Hazmat Suit Leggings2012-10-01T17:28:26Z<p>Luingar: Created page with "Leggings that provide an environmental protection."</p>
<hr />
<div>Leggings that provide an environmental protection.</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Hazmat_Suit&diff=11837Hazmat Suit2012-10-01T17:22:23Z<p>Luingar: Created page with "Chestplate that provides an environmental protection from fire, lava, reactor and other effects."</p>
<hr />
<div>Chestplate that provides an environmental protection from fire, lava, reactor and other effects.</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Scuba_Helmet&diff=11836Scuba Helmet2012-10-01T17:22:05Z<p>Luingar: Created page with "Helmet that refills your breath bar as long as you have compressed air cells in your inventory. Also Provides enviromental protection."</p>
<hr />
<div>Helmet that refills your breath bar as long as you have compressed air cells in your inventory. <br />
Also Provides enviromental protection.</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=User:Auoaks&diff=11834User:Auoaks2012-10-01T16:52:09Z<p>Luingar: Created page with "I'm Austin and I update wiki pages at 11:00 at night so. --Auoaks 03:14, 1 October 2012 (UTC)"</p>
<hr />
<div>I'm Austin and I update wiki pages at 11:00 at night so. --Auoaks 03:14, 1 October 2012 (UTC)</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=User:Luingar&diff=11817User:Luingar2012-09-29T01:11:03Z<p>Luingar: </p>
<hr />
<div><br />
==Hello==<br />
<br />
<br />
Hello. I'm Luingar McWolf. I sssolve problemss. Not problemss like "What is life", becausse that would fall under the category of "Shit besst left to the philossophic minded"<br />
<br />
No I ssssolve practical problemss. Problemss like "How do I keep that angry green motherfucker from creating a massssive hole where my housse used to be"<br />
<br />
The ansswer of courssse is "You can't, ssso you might as well ssstop trying to build housssessss."<br />
<br />
<br />
==For srs==<br />
<br />
Name's Luingar and I do what I can to keep the wiki set up and formatted appropriately. I'm not a mod, and alblaka's the guy to ask about anything like that, but I do have the ability to create pages and I keep a pretty good eye on the recent changes page. <br />
<br />
If you need a page created, you can ask me, and if you need an image added to the wiki, upload it to photobucket or something and link it in a relevant talk page and I'll add it.<br />
[[File:LuingarApproval.png|300px|left|I'm Luingar and I approve this message]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=User:Ambassador&diff=11816User:Ambassador2012-09-29T01:05:59Z<p>Luingar: Created page with "Ambassador deserves thanks for his MASSIVE contribution to the 1.06+ nuclear reactor information addition."</p>
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<div>Ambassador deserves thanks for his MASSIVE contribution to the 1.06+ nuclear reactor information addition.</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Component_Heat_Vent&diff=11815Component Heat Vent2012-09-28T22:27:12Z<p>Luingar: </p>
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<div>This is an upgraded [[heat vent]] that applies extra cooling to nearby components (a larger amount instead of some amount), but doesn't apply ANY cooling to the reactor hull.<br />
== Recipe ==<br />
{{Grid/Crafting Table<br />
|A1=Iron Bars|B1=Tin|C1=Iron Bars<br />
|A2=Tin|B2=Heat Vent|C2=Tin<br />
|A3=Iron Bars|B3=Tin|C3=Iron Bars<br />
|Output=Component Heat Vent<br />
}}<br />
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{{Navigation}}<br />
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[[Category:Nuclear Reactor]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Reactor_Heat_Vent&diff=11814Reactor Heat Vent2012-09-28T22:25:33Z<p>Luingar: </p>
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<div>This is an upgraded heat vent that reduces the heat of the reactor hull by a larger amount (instead of some amount), but applies NO cooling to nearby components. <br />
== Recipe ==<br />
{{Grid/Crafting Table<br />
|A1=|B1=Dense Copper Plate|C1=<br />
|A2=|B2=Heat Vent|C2=<br />
|A3=|B3=Dense Copper Plate|C3=<br />
|Output=Reactor Heat Vent<br />
}}<br />
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{{Navigation}}<br />
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[[Category:Nuclear Reactor]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Heat_Vent&diff=11813Heat Vent2012-09-28T22:22:46Z<p>Luingar: </p>
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<div>A heat vent cools a nuclear reactor, reducing the heat of the reactor hull by an amount and nearby components by an amount.<br />
== Recipe ==<br />
{{Grid/Crafting Table<br />
|A1=Refined Iron|B1=Iron Bars|C1=Refined Iron<br />
|A2=Iron Bars|B2=|C2=Iron Bars<br />
|A3=Refined Iron|B3=Iron Bars|C3=Refined Iron<br />
|Output=Heat Vent<br />
}}<br />
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{{Navigation}}<br />
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[[Category:Nuclear Reactor]]</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=User:John_Lemon&diff=11812User:John Lemon2012-09-28T22:21:22Z<p>Luingar: Created page with "John Lemon is a pretty good guy. He adds information to things, and thus has earned a user pages and the right to not be juiced :D"</p>
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<div>John Lemon is a pretty good guy. He adds information to things, and thus has earned a user pages and the right to not be juiced :D</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Advanced_Heat_Vent&diff=11806Advanced Heat Vent2012-09-28T16:39:05Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Heat_Vent&diff=11805Heat Vent2012-09-28T16:39:03Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Reactor_Heat_Vent&diff=11804Reactor Heat Vent2012-09-28T16:39:01Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Component_Heat_Vent&diff=11803Component Heat Vent2012-09-28T16:38:50Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Heat-Capacity_Reactor_Plating&diff=11802Heat-Capacity Reactor Plating2012-09-28T16:38:30Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Containment_Reactor_Plating&diff=11801Containment Reactor Plating2012-09-28T16:38:27Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Heating_Cell&diff=11800Heating Cell2012-09-28T16:38:22Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Neutron_Reflector&diff=11799Neutron Reflector2012-09-28T16:38:20Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Quad_Uranium_Cell&diff=11798Quad Uranium Cell2012-09-28T16:38:17Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingarhttps://wiki.industrial-craft.net/index.php?title=Dual_Uranium_Cell&diff=11797Dual Uranium Cell2012-09-28T16:37:50Z<p>Luingar: Created page with "a thing"</p>
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<div>a thing</div>Luingar