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					"desc:8": "For all your offering needs. And of course, it looks fancy!\n\nAn altar is created by placing six altar blocks in a 2x3 pattern or by placing nine altar blocks in a 3x3 pattern. You will know it's correct when a red cloth appears over the top of the altar.\n\nRight-clicking on it will bring up a screen showing how much power the altar has collected, how much it can collect and its current recharge rate. It is important to check that there is sufficient available power to perform a given rite or use a distillery, or certain kettle or cauldron recipes.\n\nThe maximum amount of power available is determined by how many natural items are in the vicinity of the altar: dirt, grass, trees, plants, etc. all contribute; stone and sand do not. The important thing is to have a diverse mix of different plants, trees and crops (plants from other mods are supported to an extent as well).\n\nCertain objects (or foci) placed on the altar boost its focusing capabilities. This can increase the rate at which the altar replenishes focus, the focus capacity, and the focus range. Only one of each type of item (skull, chalice, etc.) has an effect. There may also be other less savory foci that dark magic practitioners could make use of. \n\n [note]P.S. The 3x3 Altar doesn't provide any practical benefits over its 3x2 counterpart, however enjoy the increased ability to center it within your builds.[/note]",
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					"desc:8": "The second thing you'll need is a cauldron. It is used to craft most of the basic items, like mutandis. It requires anointing paste, which you will need an MV mixer to make. It is made by placing a regular Cauldron in the world, and then using Anointing Paste on it.\n\nTo brew a potion, cast a ritual or create an item, the cauldron must first be filled with water. This can be achieved by using three buckets of water on it, pumping water into it using pipes, or by using a Dispenser containing a Brew of Endless Water.\n\nOnce a cauldron is full of water, it must boil. Lighting a fire beneath the cauldron is the only way for this to happen. Using a netherrack block will guarantee the fire does not go out, although if it does go out, it may be set to boil again without any consequences (unlike brewing in a Kettle!).\n\nWhen the water is boiling, ingredients may be added to the Cauldron (one after another), to create the desired effect. The book, Witches' Brews gives a complete overview of all ingredients and what they can do when added to a brew.",
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					"desc:8": "Forestry trees have a variety of attributes. Once you get a tree with a useful attribute, you can breed that attribute into other tree species. This way you can get an ultimate tree that combines all the attributes you want - including the type of fruit! You can also extract the genes with Gendustry if you can make the machines.\n\n[warn]Please do your Forestry tree-breeding indoors or underground because butterflies cause lag.[/warn]\n\nKeep in mind that for quests, you will need to breed the species \"pure\", not a hybrid. You should probably save the crossbreeding until after you get all the good ones.\n\nFor faster tree breeding, enclose your trees so that butterflies cannot escape, and breed bees with better traits for area and pollination speed. There's also frames too if you can afford it. The sieve may also help if you want to do it more exactly if you can make an alveary. 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NEI doesn't show recipes for analyzed saplings, and probably hybrids too, in the fermenter.\n\nAllele     Sappiness  Ripening Speed\nLowest    0.10          1x\nLower     0.20          2x\nLow        0.30          3x\nAverage  0.40          4x\nHigh        0.60          6x\nHigher    0.80          8x\nHighest   1.00         10x\n\nAllele     Fermenter Biomass (water)\nLowest    50mB\nLower     100mB\nLow        150mB\nAverage  200mB\nHigh        300mB\n\n[warn]Fireproof[/warn]: applies to the wood. Only the Coast and Giant Sequoia have this.\n\n§7Effect§r: not used in trees, so it's None for any.\n\nBelow is more information on some other parameters:\n\n§2Growth§r: Sipiri trees have Tropical instead of Light, can only be bred in a Biome with temperature 90%-190% and humidity 90%-200%, and can only grow in 120%-190% temp and 90%-200% humidity. All other trees just need light to grow.\n\n[note]Territory/Soil[/note]: all trees have Average, whatever that means. 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					"desc:8": "More like too many items! Here are some tips for using NEI.\n\nWhen you have your inventory open, you can type the search terms in the text bar at the bottom. Make sure your GUI size is set correctly, or you won't be able to see it. Double-click the bar to highlight any matching items in your inventory or inventories you're looking at. Handy for searching for a specific ore, as they tend to look the same!\n\nEven better, you can use T to search nearby inventories, which will emit some particles.\n\nWe have also provided the special Y command to look for a machine in the world, in case you've forgotten where you placed that Advanced Circuit Assembler.\n\nWe now have an extra-fancy Bookmark feature! The default key is A, but can be changed in the NEI config window. Bookmarks will be on the left side of the inventory, and you can look up their recipes or uses as normal. To move a bookmark, drag it with Shift+LMB. You can even bookmark entire recipes with Shift+A or recipes with amounts using Ctrl+Shift+A.\n\nPressing O will hide NEI, useful for fancy screenshots.",
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					"desc:8": "The Wand Focus: Time can be used to move time forward by 12 hours. Using this focus at noon will set the time to midnight, while using it at dusk will make it dawn. This focus will also make the player unable to use any other foci for 30 seconds.\n\n[note]This focus accepts the following upgrade in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level",
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					"name:8": "So Take Me Back in Time...",
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					"desc:8": "The Acclimatiser can widen the temperature tolerance of a bee. This is technically a little side quest with Binnie's Genetics machines, but these alterations are permanent and carry into their genome.\n\nNote that the bee's species determines its favored temperature for jubilance. You can't use this to make a bee produce secondary products in a different climate.\n\nDrones, princesses, queens, and even larvae can go in these machines. This means you can boost one queen and be set for life for that bee.\n\n(You can also use it for pollen, butterflies, caterpillars, plants...)\n\nWhen a specimen's tolerance has been pushed as far as it can go, that bee will go in the output slot. The typical thing to do here is pipe the bee automatically into another Acclimatiser like a little trauma conga line. At the end, the bee should be able to tolerate being anywhere.\n\nHere's what you can use for what at what factors:\n* Temperature down\n  * ice: 0.75\n  * snowball: 0.15\n* Temperature up\n  * lava (canned!): 0.75\n  * blaze powder: 0.5\n  * blaze rod: 0.75\n* Humidity up:\n  * water (canned!): 0.75\n* Humidity down:\n  * sand: 0.15\n\nFluid containers are consumed. If only you had a waxy substance in overabundance you could use for throwaway fluids!\n\n[note]The Ole' \"Both Trick\": If your specimen already has at least Up/Down 1 for temperature or humidity, acclimatising it in the opposite direction will make it Both 1. The trick is that it'll now grow both ways for the price of expanding only in one.\n\nSo, if handling canned water and lava is annoying, and you can start with Up 1 for temperature and humidity, then you can just bombard it with temperature and humidity lowering steps. It'll switch to Both 1 and then eventually Both 5 without ever raising temperature or humidity again.\n\nThis lets you skip out on canning liquids, you sly dog.\n[/note]",
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					"desc:8": "For those new to GregTech, here are some tips and warnings about electricity.\n\nMachines don't like being out in the rain, and will start fires nearby. Fires next to a machine have a random chance of an explosion. Also, sending a higher voltage than a machine's tier causes an explosion. Or several, if you pack things together, like many people. Sending more amps than a machine can use doesn't harm anything though.\n\nSending too high a voltage or too many amps down a cable will cause the cable to burn up and start fires, which may then cause machine explosions. Make sure the number of amps provided by generators and buffers to a cable does not exceed the amps it is capable of carrying.\n\nA generator that supplies 1A can possibly feed multiple machines, if their recipes require less than the full voltage. For example, macerators processing ore only need 2 EU/t, so you could run several from a single 1A generator, as long as the wires aren't too long. Why does that matter? Because there's loss for every amp for every block, listed on the wire/cable. Note that cables are better than wires. But be careful! Sometimes a recipe needs a lot more EU than you expect, like a macerator sand -> quartz dust recipe.\n\nMost machines only use 1A, however there are exceptions, such as the thermal centrifuge, world accelerators, and the UUM machines. Note that machines can accept more amps than they use (usually 2) in order to top up their energy supply, especially if they didn't receive most of the amp because of loss (mostly a problem in LV). The formula is (EU/t of Recipe * 2) / Voltage Tier + 1. Keep this in mind when deciding on cables.\n\nSome machines are specifically there to help you deal with multiple amps, such as battery buffers, transformers, and diodes. Check out the quest tab Storing and Transforming EU for more on those.\n\nIf you want to send more amps, use a larger cable or a superconductor (MV+, but ULV and LV have their own lossless cables). You can use laser hatches much later to send even more. There even are wireless options, but not right now.\n\nA single block machine starved of EU will restart progress but not lose the recipe items. A multiblock machine will lose the items.\n\nNote that any block that emits EU has loss when doing so: 2 ^ (tier-1) per amp. So 1 EU at LV, 2 EU at MV, and so on. Using large numbers of battery buffers in a row is thus very wasteful of your power. You have to be careful with losses when making your first EBF later in LV, maybe rather power them directly? Of course, if you want to keep your amps topped up over longer distances, you'll need to place BBs occasionally to 'top up' the amps, though this is less the case the further ingame you get, as the loss becomes less of something to worry about.\n\nIf this info isn't enough for you, head on over to [url]https://wiki.gtnewhorizons.com/wiki/Electricity[/url] to read more.\n\nIf you prefer to learn via video there are also great YouTube resources such as HamCorp's Electricity Guide: [url]https://www.youtube.com/watch?v=lpDPY8J-4QY[/url]",
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					"desc:8": "First off, don't be scared by the massive amounts of bees you see here once you unlock the breeding trees. There's even more that aren't included and you'll need NEI to find!\n\nHa ha, just kidding - don't panic! The breeding lines unlock bit by bit showing you what you can go for next, mostly from the top to the bottom. The large icons represent particularly powerful bees. Many of the basic bees have multiple breeding options, only one is shown on the Bee Breeding Tree.\n\nBees have two sets of traits, active and inactive. The active one affects the behavior of the bee while the inactive one is only relevant for breeding.\n\nEvery trait further either [warn]Dominant[/warn] or §9Recessive§r, normally respectively colored red and blue. When getting newly bred princesses and drones, check both sets in case you got the desired traits. You can breed the ones with inactive traits to try and make them active in later crosses. A Field Kit or GT scanner cannot see passive traits, you need a Beealyzer for that.\n\nWhen breeding bees, a good idea is to settle upon a master template bee - a bee that has little to no crossbreeding potential but has all the traits you want - short life, nocturnal, cave dwelling, rain tolerant, humidity tolerance, temperature tolerance, 4x fertility, and so on. Once you have that bee, breed a bunch of pure princesses with those traits as both active and inactive. These will be your breeding stock.\n\nWhen you are trying to get new species, what you want is a drone - this way you can use your \"breeding stock\" princess with the drone to get new species without the annoying effects or limitations. Poorly-crossed princesses can be returned to normal by crossing with breeding stock drones, or just thrown into storage if they now have annoying restrictions. Make sure you keep the trait and species you want, and slowly merge the good traits from your breeding stock. You don't have to do this part in an Apiary, you can use a Bee House to swap around traits. Remember that no species mutations occur in a Bee House. Ignoble bees are good to swap traits because they're mostly disposable - they have a chance to die after 100 breeding cycles, increasing slightly more each generation after that, though genetic stability frames can let them live longer.\n\nOnce you solidify your species, create a pool of drones. You can use those to convert pristine princesses to the new species. Pristine princesses will not die, but they can become Ignoble under certain circumstances like using tons of production frames. Rocky bees are a great source - all their princesses are always pristine, they have decent traits, and there's a bunch of them underground. If you have an ender quarry, you can collect them with that.\n\nTurning two different species traits into a third species trait is a §omutation§r. Merely turning one species into another is not. The chance of this happening is shown in the bee breeding tab, as well as the conditions. Bees can require things like blocks underneath their structure, certain moon phases, or other things nearby in order for the mutation to happen at all. Mutations happen across Active-Inactive and Inactive-Active pairs. So if you have an A:B princess that you want to turn into a C:C princess, you want to use an A:B drone. This crosses the princess' active A with the drone's inactive B, and the princess' inactive B with the drone's active A. This gives a shot at mutation for both the active and inactive traits for the resulting princess and drones.\n\nA new bee mutant is considered \"pure\" or \"purebred\" when both the active and inactive traits are the new species. This is what you need to complete the breeding quests, but also to retain that species indefinitely. If the mutated trait only appears in one trait, the chance of it carrying is basic cross-breeding and not whatever was required to cause the trait to mutate in the first place. New bee species also have a set of default traits, and the new species will try to manifest these traits. You could start with two species that have compatible climate conditions and wind up with one needing completely different temperature and humidity. You want to encourage traits as you finish breeding the pure bee to get the other traits you want out of it. \n\nUltimately, the species trait determines what the bee produces and everything else is fair game. All traits can be bred into any bee species, aside from the species itself. Species also determines the initial preferred temperature and humidity. Species require their preferred temperature and humidity to be in the 'jubilant' state and produce their special drops. You can also mimic this with the alveary or industrial apiary, but increasing tolerances will NOT work.\n\nAdvanced frames can provide useful boosts to mutation chances or lifespan reduction for faster breeding cycles. However, the excessive multipliers will increase genetic decay, giving a chance for a pristine princess to become ignoble.\n\nA recommended early-game meta for bee breeding is to find an Oblivion Frame in a Stronghold library, and then a means to keep it repaired like with a Thaumic Restorer. This rapidly speeds up the turnaround time to turn a queen into offspring. You monitor the process manually at an apiary, and use any additional frames you can to improve the mutation rate. You can push this well past the point you can make alvearies, but there are alveary components that can further improve on this.\n\nIt looks complex, because it is! But it's also a lot of dangerous and useful fun!",
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					"desc:8": "So you want the easy way? Understandable. The only prerequisite is an altar with at least 5,450 power. Try placing many different crops around the altar and a Dragon Egg on top to boost it. Otherwise, the process is as simple as dropping the following items into the Witch's Cauldron §b[warn]IN ORDER[/warn]§r.\n\n  1. Netherwart (+2 Capacity)\n  2. Tear of the Goddess (+2 Capacity)\n  3. Diamond Vapor (+2 Capacity)\n  4. Diamond (+2 Capacity)\n\n§7  5. Optional, Glowstone Dust (+1 Radius)\n  6. Optional, Blaze Rod (+1 Radius)\n  7. Optional, Charged Attuned Stone (+1 Radius)§r\n\n  8. Book of Biomes Page (Chooses Biome; Any Biome OK)\n  9. Gunpowder (Add Splash Effect)\n  10. Collect with Glass Bottle (Requires 5,450 Altar Power)\n\nThe maximum radius is 4 blocks, if all three optional ingredients are included. You may get more than one brew if you are wearing your robes/hat, or have a ton of witchery brewing expertise.\n\nYou can optionally substitute in a §5Nether Star§r for §5+4 Capacity§r in place of the Tear of the Goddess and the Diamond Vapor if you have the extra resources and want to skip the distillery-produced items.\n\n[note]For more detailed info, check out the Witches' Brews book. Click on Brewing, then go to the Brews: Step-by-step page. That should tell you what you need to know. To learn what each of the brews do, see the Effects page.[/note]",
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					"desc:8": "You're almost there! To actually use the ritual, you need to recruit a coven first. Find some Coven Witches and complete their quests:\nThe means to control the dead -> Necromantic Stone\nThe beating means to master the infernal dimension -> Demon Heart\nI must perform many curses, bring me the necessary brew -> Brew of the Grotesquex5\nI desire to predict the future -> Crystal Ball\nOr just fight something.\n\nOnce completed, they'll disappear until you need them. They will sometimes appear near your spawn point if you walk by it, so don't position it over lava or something, since they CAN die and reduce the number of your coven. You can have 6, with one extra appearing for Cauldron work. Consider keeping some extras around in a dungeon just in case.\n\nAfter you recruit your coven, you just need a few things for the ritual itself: Spider Eye, Toe of Frog, Wool of Bat, Tongue of Dog, Owlet's Wing, Attuned Stone, and Attuned Stone (Charged).\n\nTo specify the biome, look in the Book of Biomes, and find 1) the type (Forest, Plains, etc.), and 2) the number. Type determines the foci used, and number determines the amount of Glowstone Dust used to get that specific biome. Make sure to pack up a ritual circle into a circle talisman so you don't have to redraw it, and bring some cobblestone to make a flat area (15x15, any height). Try not to do it at night unless you like dealing with infernals.\n\nTo actually do the ritual, have the ritual circle on the ground, the items (including the foci and Glowstone) in the circle, and right-click the center with the Seer's Stone.\n\nThe area affected is determined by the number of witches in your coven. It's 16 * (size of coven - 3) radius in a circular area, so 16/32/48 if it doesn't fail.\n\nUnfortunately, sometimes after logging out and back in again, you may find that it didn't work correctly in specific chunks, this is (possibly) due to a lack of chunk updates and it not saving the changed biome ID correctly. Just redoing the ritual doesn't really help, you'll just get patches in the same places, however placing water after the ritual and before logging out may help with this. Or use chickens. Lots of chickens.\n\nAlso, if you already have crops in the area, they'll disappear until a block update or relog.\n\n[note]PS: To pack your circle back up, you need to bring an extra Charged Attuned stone and an extra piece of glowstone to get it back into the circle talisman, as seen on page 3 of Witchraft: Circle Magic.[/note]",
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					"desc:8": "Now that you've finally gotten all the materials to make your imprints, you can make them as you get your new circuits. You'll need to slice the circuits for the imprint in a Cutting Machine using a Slicer Blade.\n\nTo use the imprints, place them in the CAL controller's item slot. The CAL will be imprinted once you turn it on. You can see what it's imprinted with by using a portable scanner on the controller. You can also swap out controllers if you're too lazy to make more CALs.\n\n[note]If you already have an imprint for an earlier version of a recipe, you don't need to make another, it works with both recipes.[/note]",
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					"desc:8": "One option to fuel your T1 and T2 rocket is RP-1 Rocket Fuel. First, you'll need either Diesel or Coal Tar. Coal Tar is the better option on the long run, since you'll need the other products of distilling it to make other rocket fuels, but for now you can use Diesel.\n\n[note]If you're using Diesel, you need 20 cells, if using Coal Tar, you need 30. Unless you use a DT, in which case it doesn't divide evenly anymore.[/note]\n\nDistill it in the Distillery to get Kerosene, then distill it again to get RP-1. You'll need a Chemical Plant for the last step.\n\nRP-1 Rocket Fuel is a T4 240 EU/t recipe, so you'll need to make the CP out of Stainless Steel and HV Machine Casings.\n\nSince there is no oxygen in space, you will also need an oxidizer. But since the Galacticraft rocket can only take one fluid we have simplified that a bit. Just combine Liquid Oxygen and RP-1 to make the fully functional RP-1 Rocket Fuel.\n\nIf you're confused about how to use/make the Chemical Plant, refer to the manual with the same name or the quest in the GT++ quest tab.\n\n[note]PS: You can also use Rocket Fuels for power in Rocket Engines, or the Rocketdyne F-1A Engine multi.[/note]",
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					"desc:8": "This quest goes over all of the covers, just in case you forgot or they weren't mentioned. If they have their own quest, look at it for more info. You can put them on basically any GT block, pipe, machine, tank, etc. Though that doesn't consider whether it will work right or be useful. Shift-right-click will open a GUI for many of them. For covers that you can adjust the amount of, clicking the left side with a screwdriver goes down, and right goes up. All covers block rain on the side they're attached to. Generally you can adjust covers with a screwdriver, whether they have a GUI or not. You can remove them with a crowbar if you forgot.\n\n§lFluid-Related Covers:§r\nPump: Transfers fluids at the speed specified on the tooltip.\n\nFluid Regulator: Regulates the rate that fluid can go through it, as well as pumping it. Can work x/s or x/t.\n\nSteam Valve: Moves more, but is only for steam. Only goes to IV. Does not work on SH steam.\n\nOverflow: Voids anything over the specified amount in the tank.\n\nFluid Detector: Will emit a redstone signal (RS) based on fluid fill rate of the tank it's on. By default, empty=15, full=0. Use inverted mode to swap. Useful on tanks and hatches.\n\nEnder Fluid Link: Cover version of ender tanks to TP fluid around. Doesn't connect to ender tanks though.\n\nDrain Module: Protects from rain on that side, and will fill the tank with water from rain if it can. Useless.\n\nFluid Filter: Filters fluid going through it. Click with a cell to set it.\n\nShutter: Blocks items/fluids when active. Use it with a machine controller and RS. Does not visually disconnect/block. You place it between the pipes, and put the MC on the same pipe.\n\n§lItem-Related Covers:§r\nConveyor: Sends items. Use an item pipe in import mode or on a GT block/machine.\n\nRobot Arm: Sends from a specific slot in the machine it's on (internal) to another specific slot in a block next to it (adjacent). Keep going through numbers until you get it right, it seems to change per machine. If the output slot is full, it won't output. There needs to be a valid block with slots to send to, or the settings won't save.\n\nItem Detector: Will emit RS based on item fill rate of the block it's on. By default, empty=0, full=15. Detects by filled slots, so doesn't work right with the super/quantum chests. Probably better for buses.\n\nFiltered Conveyor: Filters up to one type of item (whitelist/blacklist) and acts as a conveyor module. Locked to either export or import.\n\n§lEU-Related Covers:§r\nEnergy Detector: Will emit RS based on EU fill rate of the batbuff/tank it's on. By default, empty=0, full=15. Make sure to set it to include batteries. Can also detect steam for some reason.\n\nPower Pass Upgrade: Read the tooltip, then ask Bart how it works, he didn't bother telling anyone. He'll probably just tell you the code is the best documentation, just like the Tectech guys. May not actually be finished/work, either.\n\nTesla Coil/Tesla Coil Rich Edition: Use with the Tesla Tower to send EU wirelessly or something.\n\n§lOther Covers:§r\nPlayer Detector: Detects players. About 10 block range. [warn]Currently owner/other is inverted on non-pipes due to some bug or another.[/warn]\n\nActivity Detector: Detects either recipe progress or idleness. 0%=0 RS, ~95%=14 by default. In idle mode, idleness is 15, and is 0 when running by default.\n\nMachine Controller: Turns machine on/off based on RS. Disable machine will keep it off regardless of RS state. Safe Mode only works on MBs. If a MB runs out of power, it will normally turn off, but a MC will turn it back on, continuing to void stuff. This will set it to the disable machine state instead. You will also get a notification. [warn]Safe mode is currently broken?[/warn]\n\nNeeds Maintenance: Emits RS if it meets the condition specified. Rotor=turbine?\n\nRedstone Transmitter/Receiver (In/Out): OK, these things are confusing, so listen closely. First, set a frequency, either by using the GUI, or using the original way: right-clicking it with an item. Empty hand = 0, other items = their item ID. Be careful not to reset it to 0 by accident. Honestly, just use the GUI. You can set it to private or not, it's the same kind of thing as EnderStorage, so you don't blare RS across the server. Channel state = RS level.\n\nRT(O) sets the channel state based on the redstone level sent from outside to the specific side. You can TP an RS from this to the RR(O).\nRT(I) sets the channel state based on redstone level that would be emitted from the machine itself. 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Cosmetic-only cover.\n\nLens: Cosmetic-only cover.\n\nYou can also use AE2 facades as cosmetic covers.",
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					"desc:8": "In the MV tier, Oil gets a big boost in its effectiveness, and becomes a fantastic powergen option for anyone wanting to switch off Steam, if they haven't done it already. It becomes difficult to use Steam as the only power source in this tier, so you should find a more reliable way to get power.\n\nOf course, you might already be using Light Fuel as your power source of choice, but a different question might have popped up in your mind by now: is there a better way to get Oil? Perhaps you have run short, or perhaps not. Either way, there is a multi unlocked in this tier that can greatly facilitate the automation of Oil input into your Distillery. That multi is the Oil Drilling Rig, which can pump it from below bedrock, but only if there is some in the current chunk, which means that you will have to scan the chunks around you to find it.\n\nThere is a quest for this rig in the Multiblock Goals tab. Go check it out!",
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					"desc:8": "In HV, your oil processing options soar to new levels of complexity, and efficiency. Many of the processing multis that can be used are unlocked in this tier, and one of the most iconic is the Distillation Tower, the direct upgrade of the Distillery.\n\nThis tower can do actual fractional distillation, a process used in real life petrochemistry to separate oil into many different parts, based on their boiling points. The tall structure is required for the process, because the condensation of the vapors occurs in different temperatures. And since heating is only applied at the bottom, temperature drops the higher the vapor travels. This means that compounds with higher boiling points will condense sooner and will end up lower in the column, the opposite is also applicable for compounds with low boiling points.\n\nThat said, the Distillation Tower replaces Distilleries by allowing you to collect all fractions at once, from the same amount of input. This means that the tower is both more efficient, and also allows automation of all the outputs at the same time, but this comes at a cost: the controller needs EV circuits, which require a built Cleanroom, and the structure blocks are mostly made of Stainless Steel. Not only that, but the tower's height depends on the recipe, since each output needs its own height level to successfully be extracted. A max-height, 12-block tall DT can cost almost a dozen stacks of stainless to build, a very expensive multi for the tier.\n\nInstead of doing that, the first DT you should build is a 5-block tall one, to distill the Oil you're pumping out of reservoirs. Doing this, you can get all the fractions at once, for a reasonably cheap multi, compared to its maximum size.",
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					"desc:8": "What does this mean, \"the era of multis\"? I've built so many multis already!\n\nWell, yes, but now it's all multiblocks. There are still singleblock machines for all the tasks they're needed for, but at IV the newer GT++ multis become available, or at least most of them, which can do the same jobs of bending, extruding, extracting, amongst others, but with higher initial investments and many bonuses to their processing. Remember what I said before about higher initial investments being worth it?\n\nThat said, there isn't a new oil processing chain in IV, you only improve what you already have. If there was a step in the chain that was running too slow, and you needed to add more machines to it or overclock, it's likely that there is now a multi that can take over that role by itself. Tungstensteel is usually an important part of these things, so get it automated in anticipation of what's to come.",
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					"desc:8": "Welcome to EV! If you thought the previous tier had a big jump in oil processing, you are correct, but now it's going to jump up all over again!\n\nThis tier does not unlock new processing multis like HV did, but it does bring better, much better generators. From now on, your main generators options will almost always be multiblocks, unless you need an easy-to-move generator for a multiblock miner or something similar. For your diesel fuels, the next step is the Large Combustion Engine (LCE), and there is a quest for it on the Multiblock Goals tab as usual. This, however, is a big investment in Titanium, amongst other things, so I hope you have that processing automated already.\n\nIf you boost the LCE, you will get both a huge boost in EU/t and efficiency. While an HV Diesel Generator had an output of 512 EU/t at 85% efficiency, this expensive multi outputs 6144 EU/t at 150% efficiency! Make sure you have an EV Buffered Dynamo Hatch that can handle this output.\nThere is an equivalent turbine for gases, like the Refinery Gas you might be using to power your oil processing setup, which is cheaper to build but its performance depends on the turbine placed inside it, and you won't be able to get near the levels of the LCE unless you get some Tungstensteel, and a good metal like Shadow Metal.",
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					"desc:8": "After distillation, the fluid you got still isn't that good. It can be used for power, but it's almost as bad as Oil itself unless you remove the sulfuric content it has. This applies for all the portions that can be distilled from Oil, and as such it's a required step regardless of which one you're working with.\n\nTo get clean Light Fuel, the sulfur needs to be drawn out with something that reacts with it, in a Chemical Reactor. What you need is Hydrogen, a relatively common gas that can be electrolyzed from water, or from specific ores (check NEI for all the possible sources). After reacting, you will get Hydrogen Sulfide and the clean Light Fuel, which can be further processed or burned for power at this stage.",
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					"desc:8": "As you might have guessed, extra byproducts is not the only thing that HV does with Oil. On top of that, you can further improve the main fuel that you use for power, and this builds on the previous tier, as Diesel did from Light Fuel. As before, you will need to mix the fuel you have with something else to improve it, but it is not a direct byproduct this time. Instead, it's a chemical that requires a complicated processing chain to produce, at a much higher EU cost, with only a tiny amount needed to create the next fuel, Cetane-Boosted Diesel.\n\nTo make this additive, Tetranitromethane (TNM), you will need to source several chemicals you might have not used yet. I hope you have some Distillation Towers handy, because they will be very useful for this.",
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					"desc:8": "Another one of the Oil \"specials\" is Butadiene. It can be used in a few ways, including power, but where it shines is in making advanced rubber, specifically Styrene-Butadiene Rubber. You can make it in HV, but it is not required to have an improved rubber until the start of IV. There is a questline for this in the HV tab, so go check it out.\n\nThere is an equivalent alternative, Silicone Rubber, made from other inputs. They are mostly interchangeable, but they each have some unique use that makes it so you should have a good supply of both.",
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					"desc:8": "Learning more about the world and its ways is a sign of wisdom. However, the truly wise are the ones who know what is unimportant and can be skipped. For a true breacher of technology, the constraints of physics and chemistry are not essential. To skip past their technicalities, the Quantum Force Transformer comes into play.\n\nThis multi is meant to replicate the most popular and important processing lines in the pack's progression, mostly those related to chemistry. Because of recursion in recipes, where earlier tier materials are required to craft higher tier equivalents, there are a lot of early processing lines that stay up through progression. Even worse, they often need more and more machines to keep up with increasing speed demands. To save on lag, this multi will do those processing lines in one step and without most of the extra chemicals that are added to purify the inputs into the outputs.\n\nThe Quantum Force Transformer (QFT) is unlocked in UEV, after Optical Mainframes have been crafted, and with the addition of a single Eternal Singularity and other materials. It's a tall, 15x15 multiblock with many different casings, including two that are upgradable and decide the two tiers of the multi. Although it's available in UEV, the upgraded casings require more and more expensive materials, while also unlocking skips for more advanced processing lines. For example, a platline skip can be done in the earliest QFT tier, whereas a Kevlar skip can only be done in the last tier.\n\nEach recipe that the QFT has represents a single processing line or a big part of a line. The inputs for the early plastic skip, for example, are the basic components of the plastics on a molecular level (Carbon, Hydrogen, Oxygen, etc.), and not the multi-step chemicals that were used half a dozen tiers earlier. All recipes have 3 or more outputs, and every output has a chance to appear: the chance for each is 100% divided by the number of outputs. To increase it, there are additional mechanics that can be used.\n\nSimply put, the QFT uses huge amounts of energy and quantum field stabilization to disassemble simple molecules and assemble them into more complex ones, without needing additives or constrained processes. The only addition to the base inputs that the multi requires is a specific catalyst, which the smart circuits use to guide the materials into what they ultimately transform into, but they are never consumed or lost in any way.\n\nThis direct process simplifies long processing chains to one step, but it has two consequences: it makes the process expensive, given the extreme conditions needed to undergo the transformation (in a similar way to fusion), but it also generates many different outputs at once, none of which are guaranteed, and it's impossible to choose between them without adding something else into the setup to alter the conditions inside the QFT in some way. Throwing more energy into the multi won't do anything, and better materials don't seem to work, so what is the next step? That is what the next two quests will answer.\n\n[note]Tip: Use multiple Bulk Catalyst Housings to run additional QFT recipes within the same structure[/note]",
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					"desc:8": "This mechanic is completely optional, and never required for crafting. However, it's greatly incentivized when the number of parallels is high and when crafting the unique items that unlock higher tiers. “Focusing”, in general, means to increase the chances of the outputs in a QFT recipe, and it can be done in two ways, possibly both at the same time. Each method uses a new plasma, both of which are crafted in a T4 Fusion Reactor by using other plasmas as the inputs, including one T3 plasma for each. These plasmas are Neptunium and Fermium and they can be used together, or individually.\n\nWhen Neptunium Plasma is present, the current recipe can have one of the outputs focused. The specific output is chosen with a circuit in the input bus (this is the only thing circuits do for this multi), where circuit 1 is for the 1st output visible in NEI, circuit 2 is for the 2nd output, and so on. It is up to the player to choose which output they want the most out of all the existing ones, and the fact that every recipe has multiple outputs is because of this mechanic.\n\nWhen an output is successfully focused with Neptunium, its chance increases by reducing the chance of all the other outputs. The logic for this change is as follows:\n\n-> Without focusing, the chance of each output is 100 / number of outputs;\n-> If the casing tier matches the recipe tier, the chance of all other outputs is halved and the sum of those halves is added to the focused output (for example, 20/20/20/20/20 becomes 60/10/10/10/10);\n-> If the casing tier is +1 over the recipe tier, halve the other outputs' chance again (for example, 60/10/10/10/10 becomes 80/5/5/5/5);\n-> If the casing tier is +2 or +3 over the recipe tier, set the focused output to 100% and the rest to 0%.\n\nIn general, this type of focusing doesn't increase the total amount of outputs, save for the new items added with this multi that will come out in smaller quantities. Instead, it allows the player to replace less useful outputs with the more useful ones, and this choice is completely up to them, as is the choice of focusing at all.\n\nWhen Fermium Plasma is present, the current recipe will have all of its output chances boosted, unless the chance for one of them is 100%, in which case that chance is unchanged. This happens because the boost increases if the output chance before ferm focusing is smaller, and the maximum boost is achieved when the chance is 0%, which happens with high-tier nep focusing.\n\nWhen an output is successfully focused with Fermium, its chance increases based on how far it is from 100% chance. This applies to all the outputs at once, and the logic for this change is as follows:\n\n-> If the casing tier matches the recipe tier, each output gets increased by 1/4 of the \"failure\" chance (for example, a 50% chance output has a 50% chance of failure, so it gets boosted by 12.5%, becoming 62.5%)\n-> If the casing tier is +1 over the recipe tier, each output gets increased by 1/3 of the \"failure\" chance\n-> If the casing tier is +2 or +3 over the recipe tier, each output gets increased by 1/2 of the \"failure\" chance\n\nWith the two plasmas combined and a +2 or +3 over recipe tier, a 5-output recipe would normally have 20/20/20/20/20 chances, but it becomes 100/50/50/50/50.\n\nMany lategame multis have parallels, which means they complete the recipe several times at once every time the recipe time is completed, instead of only one, but they require extra EU to achieve this. This makes power the biggest constraint for those multiblocks, and the same happens with the QFT, given that recipe inputs are generally very cheap and simple. Throwing more power at the machine means more outputs, in general.\n\nGiven that, a player that wants a faster QFT will make more catalysts to unlock more parallels, but each added parallels adds to the other ones, to a cap of 64. Focusing, instead, changes output odds, which effectively multiplies the number of outputs per cycle. In terms of speed, a recipe with 4 outputs and 64 parallels runs at the speed of 256 parallels for the focused output if it's nep focused to the maximum of 100%, since it was 25% originally.\n\nThis is a lot of saved EU for high-tier, high-parallel QFTs, so it is the main reason for focusing, and both plasmas are useful here. However, plasma consumption is not the same regardless of parallels, it instead scales with the square root of the number of correct catalysts for the recipe, which is to say, the number of parallels.\n\nThis further applies to the 3 new items that are needed to upgrade the casing tiers. Since their output amount is much smaller than usual, they could get a further boost if focusing is being used, to incentivize the plasma mechanic when upgrading the multi.",
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					"desc:8": "The QFT uses the kind of catalyst that the Chemical Plant also does. However, like the plants that have Awakened Draconium coils or higher, it does not consume the catalyst's durability on recipe finish, behaving more like a real-life catalyst that is regenerated after being used. This makes the catalysts used here more expensive to craft, as was the case with the Infinite Mutation Catalyst for Mutated Living Solder, which is meant to be used only with those coils that make it last forever.\n\nGiven that there is no durability loss, it would seem only one catalyst needs to be crafted. However, there are two reasons for this to not be true: firstly, each QFT recipe uses a different catalyst; secondly, the QFT checks for parallels by counting the amount of catalysts it has in its Bulk Catalyst Housing for the recipe in question (limit of 2,147,483,647). This system makes it so that crafting 1 of the correct type of catalyst is required to unlock a recipe, but making more is completely optional and only changes the speed at which the multi crafts, provided it gets enough EU input.\n\nEvery catalyst needs some of the materials that it unlocks in the QFT, which is to say, the original processing line will have to be used to craft the catalyst that allows the player to skip it in the QFT. This applies to every recipe, and in turn every line that can be skipped.\n\nTo improve the general speed of processing, your one options is to get more parallels with catalysts. The other, more complicated way is to boost the chances of a successful output by adding more energy to the system, but in a special way: instead of using direct EU, using it to create a powerful plasma works to improve the QFT processing.\n\nIf the correct plasmas are added, the boosting will work, but it is also possible to upgrade the structure itself to perform chemistry skips that are not possible with the base QFT. These upgrades rely on more advanced and powerful materials, mainly in the material progression of DTPF recipes. However, those existing materials are not enough, because the quantum stabilization can't be maintained with those “foreign” substances. Luckily, the QFT itself can produce the items needed to build the upgraded casings, and these items are outputs of some of the skips performed in the multi. It begins by allowing the much simpler production of already-owned materials but, in this process, it unlocks entirely new materials that are useful to improve the structure itself.\n\nThere are three new items and four tiers in the structure. The first tier can be built without them, but every new tier needs a new item crafted in the tier before. These outputs are related to the recipe where they can be obtained, and they possess unique characteristics that, in real life, are only theoretical.\n\nThe first item you will need to craft is the Hyper-Stable Self-Healing Adhesive. To craft this material, proceed with the Glue/Solder recipe by using the Adhesion Promoter Catalyst. Additionally, make these other catalysts to prove you're well set in your QFT journey.",
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					"desc:8": "Reacting the three chemicals from the steps before with each other, you get a highly energetic fluid that is, for most purposes, equivalent to Diesel. To burn it for power, you cannot use Steam or Gas Turbines, but instead the Combustion Generators that Diesel also uses. They are reasonably efficient, generating 90% of the EU shown in NEI per bucket of fuel, although Biodiesel has a lower fuel value than either Benzene or Diesel, but not by much. Besides the generators, you also need a big enough fuel input per tick to sustain your base, so make sure to expand your setup enough to fuel all of your other automations.\n\nBiodiesel isn't the only thing you get from this process, though. As a side product, you also get Glycerol. Do not throw this away, it will prove itself useful when making epoxy resin, and possibly in other setups, to save you some work at a later time. When using singleblock Chemical Reactors, the recipe will stop if the Glycerol output is full, a situation in which a super tank will surely come in handy.\n\nWith that said, HV holds a big upgrade to this fuel that you might want to invest in. Keep progressing to check it out!",
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					"desc:8": "Some setups really demand space in your base to work properly. You might have thought that when you finished the Coke Oven automation, but there's also an option in this tier that respects that need for speed by just being a gigantic multiblock: the Pyrolyse Oven.\n\nIn essence, it's the original GregTech large-scale wood processor. It is a massive structure, probably bigger than any other multi you've built before, but it uses simple materials like bronze and steel. If you're able to just throw stacks of those at a controller, you can put this behemoth together and enjoy an alternative to the Advanced Coke Oven that has some extra benefits. Unlike any of the other ovens, this one runs on EU, so you need to route your power back here to process the wood you're feeding it.\n\nWhat makes the Pyro valuable? It outputs a fluid alongside the Charcoal, which you can process for extra power and/or byproducts. Look at NEI to see all the alternatives available to you, this multi can usually output several different fluids, but only one at a time, decided by the circuit inside it. The one to choose at this time is Wood Tar, the same fluid you're extracting from the Charcoal. You get a small constant bonus from having built a Pyro, which is really nice.\n\nHowever, the Pyro uses coils in a similar way to the EBF, and those coils affect the time each recipe takes: if you're using Cupronickel Coils, the recipe time is actually 2x what NEI says! This might be too slow for your needs, so make sure you check how much Charcoal you're getting from here. Kanthal Coils are available in MV, using the IC2 Coolant instead of the Vacuum Freezer.\n\nYou can also boost your Pyro by providing Nitrogen. There are separate recipes for that in NEI.",
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					"desc:8": "No matter which way you used to get wood, you can simplify it. There's nothing much simpler than just pulling out more and more wood from a multiblock that doesn't even grow trees! That's what the Tree Growth Simulator does, with a special input: saws. This multi can replace the bonsais that were used for wood automation, however it is only available in IV. You have two further options in the meantime:\n\nTo continue using bonsais, in case you have gotten good stats on them, you can use the HV version of the Crop Manager, or the multiblock version, the Multifarm. This multi is special because it needs Uranium Rods, which are HV due to needing Eyes of Ender, but it has a massive range to harvest crops, being able to work with 1000+ of them, while only consuming 6 ULV amps when built correctly. It also hydrates and fertilizes automatically, and is much more efficient with the Fertilizer than its competition. Compared to the Crop Manager, it only loses out on the extra drops per harvest.\n\nOther than these two options, you can also grow and harvest trees normally with the EnderIO Farmer, which is a more typical tree automation machine. It's HV-locked, simple, and reliable and only needs a bit of power to get the wood you need, at a pretty fast rate. Ideally you want to use an unbreakable lumber axe with a tree type that produces a lot of logs (spruce is decent). To crank out a lot of wood you can then use sprinklers with water or a world accelerator.",
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					"desc:8": "Wood has been a big part of your power generation, and you might have even used other plants or fish for oil. Even if that's true, there is a constant output from your trees that has been left unused all this time: the saplings! No matter which tree you chose to automate, you are surely stockpiling the saplings matching that tree, since there's little that is really useful to do with them. At this point, though, you can set up a decent Biomass setup.\n\nTo clarify, Biomass is just a fluid made from plant stuff. It doesn't need to be saplings, but that's most likely something you have a lot of lying around. On top of that, there are multiple types of Biomass, one of them called Fermented Biomass, which is very similar but different, and the recommended path for you to take, since it needs fewer steps than the alternatives and gets you to the DT recipe just fine.\n\nAfter this processing line is finished, you will have a lot of new chemicals automated that you won't have from Wood Tar alone. If you are already processing Wood Vinegar, you will have several repeat outputs, though. That said, if you complete this line, you will get Ethanol + Methanol and Ammonia, which make the Cetane-Boosted Diesel process much easier. All of these lines interact with each other, and you can get bigger and bigger returns if you automate several at once!\n\nFor now, focus on putting together the machines needed to get from Saplings to Fermented Biomass. You will need a Compressor, a Pulverizer and a Pyrolyse Oven for this route.",
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					"desc:8": "One of the most important steps is to remove the limitation you had when distilling. Wood Tar turns into Benzene? That's not how it should be, there's much more to get from that tar than what you've been extracting from it. To keep the rest, you need more space in the distillation process, or, more specifically, more height. Each of the fluids that can be separated from within the tar will stick at a different height level, sitting on top of all the others that are denser than itself.\n\nBasically, you need a multiblock, instead of a singleblock. The Distillation Tower you will need for this recipe has to be at least 6 blocks tall, with 1 input plus 5 outputs. Out of it, you will get Benzene, Toluene and Phenol, which are all viable gases for power alongside being very useful for progression (Toluene for compressing with TNT and moving past HV, Phenol for crafting circuits in the next tier and other chemical lines). You will also get various types of Dimethylbenzene. For now the only one of interest is 1,2-Dimethylbenzene which is a part of the PBI line in IV. Though even that is unfortunately of little use to you right now. You also get Creosote for your Lubricant needs, or a little extra power.",
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					"desc:8": "Ethanol and Methanol are two different chemicals, but they are both outputs from DTing Fermented Biomass or Wood Vinegar. Between the two, you can make Ethylene (and then Polyethylene, by adding Sulfuric Acid and Oxygen), Biodiesel, Dense Hydrazine (GT++ rocket fuel, it's very powerful in IV, try it), some chemicals for HOG (EV fuel from crude oil), and many other things such as Chloromethane. For future processing lines, you're going to want to have these stocked up.\n\nThey are both also power sources, if you end up with full super tanks. Their fuel values aren't the best, with Ethanol at 192k and Methanol at 84k, but they are perfectly capable of fueling your powergen setups, leaving your best fuels free to power your main base. Even if you're using them for Biodiesel and Polyethylene at the same time, it's quite likely that you'll have leftovers. If you have the choice to use any of the two in a recipe, choose Methanol, since Ethanol has a lot more EU per bucket to give.\n\n(Also note that you get almost no Ethanol from Wood Vinegar compared to Methanol. On the Fermented Biomass side, the amounts are the same.)",
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					"desc:8": "Your EV endeavors might push you into a GT++ multiblock, despite most of those being IV-tier. This happens because the special alloys used to put them together need to be crafted in an Alloy Blast Smelter, which is IV, but the §5§lIndustrial Coke Oven§r (ICO) does not!\n\nWhat does it do? It's in the name, it's a really fast Coke Oven. So fast, in fact, that it can replace a few dozen Pyrolyse Ovens. It actually takes its recipes from that multi, so you also get the additional fluid, such as Charcoal Byproducts, alongside the greatly increased processing speed. The caveat is that this multi needs Titanium, Platinum, and a little bit of Tungsten. You can get unprocessed Platinum from Nickel or Meteoric Iron & you can get Tungsten from processing End Stone Dust, Ender Goo or Moon Dust.\n\nIn EV you'll have to stick to the heat resistant casing, which offers §616§r parallels. When you unlock HSS-S in IV however you can upgrade to the heat proof casings for an upgrade to §632§r parallels.\n\nOptionally, you can add up to 15 slices to each Coke Oven for a boost in parallels. §6+8§r per slice when using Heat Resistant Casings, and §6+16§r per slice when using the Heat Proof Casings.\n\n[note]For now, coil tier is irrelevant to the machine's performance, but later on, upgrading to Infinity Coils+ allows for multi-amp hatches, and using Eternal Coils allows for unlimited slice addition.[/note]",
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					"desc:8": "If you are invested in making good IV power from Super Fuel, you will need a lot of Turbine multis. Their EU/t at optimal flow is much too low for you to survive with only one or two. However, there are several things you should consider in regards to these turbines, and the fuel you're using.\n\nIn summary, this fuel is very, very efficient. Turbines can be made faster by losing some efficiency. You have more than enough fuel efficiency to spare!\n\nLet's review this in more detail. Turbines produce EU based on the flow rate of the fuel that they are consuming. Their optimal flow represents the highest fuel efficiency they can reach (140% or 150% for the good turbines in these tiers), but you can increase the flow beyond that point and still get a higher EU/t value. However, the fuel becomes less efficient. A good tradeoff, if you need it.\n\nSteam loses efficiency quickly if you do this, though. The right way to pull this off with Steam Turbines is to switch to Loose mode, a mode unique to them, which makes the optimal flow shoot way up at a considerable loss to fuel efficiency. The jump in EU/t is so high, however, that you can replace a whole squadron of turbines with just one or two, as you can see if you look at the turbine items' tooltips.\n\nEach setup has their own details, so you will have to work things out and make personal decisions about how you will manage the turbines. Just make sure to not let the EU/t value go beyond the maximum that the dynamo hatch can output, or you will waste power!",
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					"desc:8": "Nuclear energy is first available in EV. However, it comes in all shapes and forms, and it can be hard to choose one kind of setup to use amongst all of those that are available. To start this questbook page, this first quest will be a summary of how nuclear power can be produced, and when it is available. Other quests down the line will have more details about each specific setup, but this is an overview of all of them.\n\nThe first nuclear source you have access to is the Industrialcraft 2 Nuclear Reactor, usually called a nuke. It's a small singleblock that can have additional chambers attached to it to make a multiblock structure, and the amount of chambers decides the amount of space available for the nuke's components. Inside it, fuel rods with radioactive materials generate power, and every other item serves to control the temperature of the reactor and keep it from exploding. It generates EU directly, but it can be upgraded to a fluid nuke, which outputs hot coolant instead, for the Large Heat Exchanger, but with more efficiency. Lastly, there's also the vacuum nuke, which is very similar to regular nukes but it cools down by using Coolant Cells, which wear out and are only reusable by using Vacuum Freezers. Usual fuels for all of these are Thorium, in EV, and Uranium, in IV.\n\nBetween IV and LuV, there's another kind of reactor, the Liquid Fluoride Thorium Reactor (LFTR). In this large multi, the Thorium and Uranium are mixed with very hot, molten salts (which need to be prepared in another multi), improving the power generation at the cost of additional processing. It's an expensive setup, but the depleted fuel can be recycled into many more byproducts than usual, especially at LuV, where you can get almost all the noble gases amongst other things, alongside huge amounts of power.\n\nAt those same tiers (albeit mostly for LuV and above), there are also two larger multis, the Thorium High Temperature Reactor (THTR) and the High Temperature Gas-cooled Reactor (HTGR). The THTR is mostly for power, needing an input of about 0.5 IV amps and outputting LuV power at a varied amount of amps, whereas the HTGR is a breeder reactor, outputting 1/20 the amount of hot coolant, which is where the power generation comes from, but with much better ratios for breeding into Lutetium and other elements.\n\nAnother kind of nuclear reactor is the Good Generators Naquadah Reactor, which coincidentally has recipes to consume Thorium Liquid Fuel and Uranium Liquid Fuel, alongside the several types of Naquadah fuel that exist. With these two, this reactor can process those elements much faster than regular nukes, which is helpful for power and for breeding, but it requires more processing until those fuels are ready to be consumed. Additionally, there are fuel rods for the IC2 nukes that use different Thorium and Uranium fuels, more or less related to these.\n\nIn LuV and beyond, there's also fusion power. The infamous GregTech Fusion Reactors work by fusing two elements into a new one, which is often a required step for progression, but they also turn the power they require into exponentially more in the way of plasma. Helium and Tin Plasma are some of the most used for power, and putting them into Plasma Turbines is an excellent source of power for lategame, in ZPM to UEV and so on. There are 5 tiers to the regular Fusion Reactors, but there is also compact fusion and some other kinks to fusion that you might explore later on.\n\nThis page will mostly serve to guide you into making a choice between all of these possibilities. It's pretty much guaranteed that you'll use at least 2-3 of these setups, so try to get comfortable with these quest descriptions.",
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					"desc:8": "This side of the advanced fission branch will focus on the items you can get from nuclear fission. In terms of physics, this fission refers to atoms being broken into two parts, each of which generates a different atom. This has potential to produce some interesting stuff and, perhaps, replace some chemical lines.\n\nAs you advance, your rewards will scale just as the complexity does. However, this part is one where development has lagged behind, and some fission setups are poorly rewarding when it comes to byproducts. However, as those setups are updated, so will these quests, so check back on new updates to see what has changed!",
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					"desc:8": "The branch to the left and to the right are both about nuclear fission, or the midgame content about fusion. If you're looking for fusion, you went the wrong way! Go straight down for that content, although it only begins in LuV.\n\nOn the left side, the top side is the beginning of it all, with your usual IC2 nukes that were developed more than 10 years ago. On the bottom, the neat and powerful upgrades to those nukes, either fluid or vacuum.\n\nOn the right side, the top side is dedicated to power, whereas the bottom side is dedicated to breeding (byproducts). This covers the more GTNH-exclusive fission content, all of which comes after IC2 nukes, and generally builds on their concept to work faster and pump out more complex, and often more useful things.",
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					"desc:8": "This branch of the questline focuses on the IC2 nukes that work differently from the simple kind that is explored on the branch right next to this one. They are more powerful, but also require more setup.\n\nThe main two kinds are fluid nukes and vacuum nukes, which will be explained in the following quests. However, there are also other obscure types, such as wrench nukes, which no longer work in more recent versions of GTNH.\n\nThose are memes, but if any new viable type of IC2 nuke is ever introduced, it will be explained in this section.",
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					"desc:8": "This branch refers to nuclear fusion. This content is strictly LuV onwards, so you will need the Assembly Line before even starting to think about fusion. It is the most \"endgame\" content on this quest page, so it's the one left for last.\n\nThe quest you need to complete is in the \"Multiblock Goals\" tab. There are also fusion-related quests in the LuV, ZPM and UV tabs, amongst others, so check them out when you're there.",
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					"desc:8": "This branch starts at mid-IV. In this direction, you will find several setups that are related to nuclear fission, the same process that the IC2 nukes do, but in more complex and rewarding ways. Through here, you can get power and breeding byproducts as you would with nukes, but faster and with more variety of options and goals.\n\nThat's right. If you've used IC2 nukes, you might have learned more or less how they work, but the whole system feels a bit dated. That's no surprise, considering that this is base IC2 content and from 10 years ago or more. Whatever additions GTNH gave to those setups, they were minimal in comparison to the general implementation of those nukes. In fact, some of the new content for those was a result of new nuclear fission content that was sort of backported into nukes.\n\nWe have good progression standards here, though. Once you've reached IV, LuV and so on, you will be able to use more advanced ways to work with Thorium and Uranium! These fuels are almost always the focus of the whole thing, with Plutonium coming in from time to time, but each new reactor will demand them to be supplied in a different way for things to work properly. The power generating reactors featured here are the LFTR, the THTR and the Naq-related reactors.\n\nFinally, this questline features many different multis and setups that are often unrelated to each other. Instead of forcing you to build a full LFTR setup before getting access to the THTR, for example, these quests will have simple required tasks, and simple rewards. The optional tasks will have the main expensive crafting, to guide you in building these setups if you're interested in them.",
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					"desc:8": "The very first step into nuclear power is done with Thorium in an IndustrialCraft 2 nuke. This multiblock already has a good amount of information in the questbook, split between the EV and How to Generate Power pages, so you should look at those if you want even more information that might not be written here. For the sake of not repeating everything, this will be more of a summary.\n\nThorium nukes are better for creating other elements, specifically Lutetium, than for power. The best setup needs the maximum amount of chambers, 6, and a lot of components inside the reactor to burn 10 quad Thorium rods and generate 1920 EU/t, close to one EV amp. If you made 4 of these, you would get close to an IV amp, but this becomes very costly between the total 36 chambers and the recursive crafting of the components inside. The good news is that Thorium is a very cheap fuel, easily mined in the Nether, and recyclable in large amounts from depleted fuel rods.\n\nThis setup, and many others, can be found in the GTNH wiki in the \"Nuclear Reactors\" page: [url]https://gtnh.miraheze.org/wiki/Nuclear_Reactors[/url] You can make any setup you wish, but the only required task to continue to the next quest are 10 single Thorium rods.",
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					"desc:8": "Reactor Platings. These are very important for automation, although their supposed use is not this one. They serve to increase the maximum temperature of the reactor, but that is useless to you because you'll be using heat-neutral setups. Instead, they are simply the cheapest way to fill every slot of your nukes, except for those where fuel rods need to go.\n\nAs you know, the placement of each component is critical to keep the reactor safe. Fuel automation is as simple as just pushing fuel rods into the reactor, but you need to make it so the open slots are the only safe places for the rods. From there, you can use a filter set to the depleted version of the rods you're using to extract them, allowing the exchange to happen seamlessly.\n\nFrom there, you can turn the depleted rods into usable rods by putting them in the Thermal Centrifuge, adding back the fuel that wasn't recycled (each type of rod recycles different amounts of fuel) and the Empty Fuel Rods/Steel Rods.",
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					"desc:8": "Each side of this branch will focus on one of the two halves of nuclear fission outputs. This side will focus on generating power from the reactors available here, which is probably why you're here in the first place.\n\nThese setups share one purpose: when they were created, they were meant to bridge the gap between IC2 nukes and fusion, because there was really nothing else worth using beyond fluid nukes if there were no backups available, or redstone automation was too unreliable for vacuum nukes. Not only is there a full 2-tier gap of one single powergen until fusion, but there's also a required power input in order to begin a fusion reaction in the first place. This is both boring and difficult to push through, especially with the Assembly Line in the middle, so here we are.\n\nThe first setup you can put together is the LFTR chain, although only one half of it is available in IV. As such, that is where we will start.",
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					"desc:8": "What a complicated name this is. What does it mean?\n\nWell, it's what is called a molten salt reactor. The Liquid Fluoride part means that the nuclear fuel is actually a liquid, mixed in with fluoride salts. This is a mechanism that makes it more difficult to get the fuel ready for fission, but also makes the process more efficient, gives out more byproducts and also removes the danger of explosion. That's right, nuclear meltdowns are a thing of the past! The molten salt is designed to flow downwards into a hole where it solidifies, in case the reactor has problems, so it's impossible for the fission process to continue into an explosive mess.\n\nThere are three downsides, though. One of them was mentioned just above, the fuel needs more processing to be ready for the LFTR, and more input materials to reach the right mixture. After it goes through the reactor, it comes out as depleted, and this part too requires more processing steps, although it gives out a lot more useful chemicals than the single Lutetium/Plutonium the IC2 nuke depletion process gave. Lastly, the molten salt is very hot and very corrosive, which means it would destroy the materials used to build the IC2 nukes. You will need newer, stronger and more expensive materials to build a reactor, not to mention its much larger size.\n\nThe structure for this multi is truly something else. It has not one, but four required Dynamo Hatches, which should all be the Buffered type, either EV, IV or LuV depending on the fuel being fed into the reactor, with better fuels being unlocked at later progression stages. This means that one LFTR makes either 1 LuV amp, 1 ZPM amp or 1 UV amp while running. It also requires 4 Muffler Hatches, when it has no pollution output!\n\nOther than this, all the inputs and outputs are fluids. The minimum amount you'll need is 2 inputs and 4 outputs, although one of the outputs comes out over time, and not on recipe finish. This output is Uranium 233, a very rare isotope that can get you deeper into LFTR fuels and more power, hardly obtainable from any other source.",
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					"desc:8": "The LFTR processing chain has two halves, with the first being in mid-late IV and the second requiring the Assembly Line and more materials to finish. Aside from power, both of these halves have special outputs that can be helpful for progression, but the second half is most likely the one that holds the most value. Regardless, the full processing chain around the reactor and its fuel will keep outputting everything, so it's worth it to look at what it gives.\n\nLet's start with the LFTR Fuel 1 outputs, after the fuel is consumed in the reactor. U233 and UF6 are both used to make more fuel. U233 will be used until you have Sparge Towers to improve your fuel production, while UF6 is a part of the good fuel recipe that you always want to use. T Salt is processed in the Reactor Processing Unit to yield Proactinium, which decays into even more U233, and then in the Cold Trap to yield more U233 and UF6.\n\nRemember: U233 is the early source of fuel, UF6 is the one you will switch to as you progress.\n\nMeanwhile, U Salt also processes into more fuel, but with a bonus of automated Phosphorous Dust. Unfortunately, you won't get a lot of it, but it is still a breeding output from the nuclear fission and is needed for GT++ alloys and other purposes.\n\nTB Salt is very similar to T Salt, but with higher amounts of the same output and also Beryllium Fluoride, whose output grows into more than what you used when you reach the later parts of the chain. Free Beryllium!\n\n[note]You need either the two singleblocks in this quest, or the multiblock, to process the nuclear salts.[/note]",
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					"desc:8": "There are chemical elements that are very important as building materials for high-tier machines. Unfortunately, some of these elements are very hard to find naturally, if at all, and need to be created by hand. They're not alloys, not a mix of materials, but they can be a mix of atoms...\n\nEuropium is the first wall that can be solved by fusion, and only by fusion. It is possible to find it in ores, but even the most complicated magic rituals to get them need some Europium to start, which leaves fusion crafting as the most reliable option to automate the entire process. It is a slow craft, but not an expensive one provided you already have the reactor built, since it uses cheap materials as inputs: Hydrogen and Neodymium. Both of these were used extensively for progression, so you should not have any trouble grabbing several hundreds of each to start this reaction.\n\nIt is important that you gather a lot of inputs. Each time the Fusion Reactor changes recipe, it has a start-up period where it needs a large amount of energy to begin crafting. In the case of Europium, you'll need 150 million EU to start crafting it, and then 7,077,888 EU per ingot of Europium crafted. This does not come out as plasma, so you can't get energy back from it! Additionally, each ingot takes 14.4 seconds to craft, so you can come out with a few stacks of Europium relatively quickly. During this time, you cannot produce plasma for power, so it's a good idea to have a good amount of EU stored, or other powergen setups working in the background, while you craft this material.\n\nWith Europium, you can craft a new kind of boule, wafers and many other things! Check NEI to see what you have unlocked.",
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					"desc:8": "A completed Fusion Reactor does not generate any EU on its own, it only consumes it. That said, it's very simple to generate power from plasma, a one-step process of having a Plasma Turbine. These special turbines only work with plasma and are significantly more expensive than the previous ones, requiring Tungstensteel for the body and Naquadah + Naquadah Alloy for the controller.\n\nFirst, how much plasma can one tier 1 reactor produce? The best option for power at this stage is Helium Plasma, with its cheap inputs, and this takes 6.4 seconds per bucket to generate. Since a bucket is worth 81,920,000 EU, that equates to 640,000 EU/t at 100% efficiency or 960,000 EU/t at 150%. That is almost 8 ZPM amps, a healthy amount of power for LuV, although not as much as some other options you might already be using.\n\nThat said, you will still need multiple turbines to actually consume all of the plasma. At LuV, each turbine can only output the equivalent of 1 ZPM amp, so you will need high-efficiency turbines that don't go above the value of 131,072 EU/t output. Three candidates, in descending order of efficiency, are: Large Rhodium-Palladium at 150% and 124,740 EU/t, Normal Draconium at 145% and 121,800 EU/t and Large Tungstencarbide at 140% and 123,480 EU/t.\n\n[note]Note: the suggestions in this questline might be outdated, and there might be other options that are just as good, if not better. Look through NEI and ask other people, there might be a new setup that can replace the ones in these quests![/note]",
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					"desc:8": "Osmium - from Helium and Tungsten. Osmium from the platline is quite power-hungry, which this recipe won't solve, but it will at least help you past the terrible output rate of Osmium. You can get it faster from here as long as you can keep supplying Tungsten and power.\n\nSunnarium - from Helium + Glowstone. If you've had difficulty in getting lots of Sunnarium after the Molecular Transformer nerf, you can try this for your Solar Panels and other things. Glowing Coral processing with UUM is recommended, though.\n\nBoron - from Lithium and Helium. If you haven't automated this yet, for Borosilicate Glass for example, this is one way to do it. You will need lots of glass for the Mega Blast Furnace and other big multis of the kind, so it's not a useless recipe.",
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					"desc:8": "Once you progress enough in ZPM to make ZPM Dynamo Hatches, you can increase each turbine's output to 524,288 EU/t. At this number, you'll be a lot less limited by the turbine material, and it's possible to increase the total power output of one Fusion Reactor considerably. You can cover the total Helium Plasma output from one reactor with 3 Plasma Turbines, if you choose the right materials:\n\nLarge High Durability Compound Steel 235% 473,759 EU/t\nLarge Atomic Separation Catalyst 206% 409,663 EU/t\nLarge Adamantium 206% 413,280 EU/t\nLarge Draconium 175% 220,500 EU/t (durable)\nLarge Neutronium 165% 249,480 EU/t (very durable)\n\nThe power output and final efficiency can vary a lot, based on which turbines you're using. Some of them, like Ichorium and Neutronium, last basically forever, while others will need to be replaced from time to time but offer higher efficiency. If you want to get more power per turbine, to reach closer to the dynamo's limit, you can increase the flow of plasma to the turbine, but be careful! You can't go beyond the dynamo's limit, and you will also lose efficiency as you increase the flow amount. More concrete values for efficiency loss can be found in the Plasma Turbine quest in the LuV page.\n\n[note]Also, check out the XL Plasma Turbine.[/note]",
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					"desc:8": "The components inside these nukes get more and more complicated, so at this point I'm going to ask you to look at the wiki, under the Nuclear Reactors page ([url]https://wiki.gtnewhorizons.com/wiki/Nuclear_Reactors[/url]), and scroll down to the fluid nuke setups, specifically the 1352 HU, 2 Quad Uranium and 1408, 3 Quad Uranium, 1 Dual Uranium ones. The main difference between these two setups is that the first needs Iridium Neutron Reflectors, which are quite expensive if you haven't done the platline yet, while the second doesn't use them but is harder to automate due to having more than one type of rod.\n\nWhat's the final EU/t output, at 170% turbine efficiency? 36288 and 38016 EU/t, respectively.\n\nAfter automating the nuke itself, there is still more to do, though. The LHE is required, as usual, but these setups cause something new to happen: the LHE starts outputting Superheated Steam, due to the high flow of hot coolant that it receives, which means that you need two sets of turbines instead of one. This type of steam must go into Large HP Steam Turbines, which use a good amount of Tungstensteel for the controller and stacks of Titanium for the casings. After those, it goes into the usual Large Steam Turbines, and the process is complete.\n\nThere is yet another new thing to worry about, in case all of this wasn't enough: the Steam flow is very high, higher than before, which means it's likely you will need 3 or more of each turbine type, further compounding on the costs you'll have here.\n\nYour best option for a turbine in the IV tier is the HSS-E at 170% turbine efficiency.\n\nThere is another turbine at 180% efficiency with the HSS-S however; this turbine requires a robust platinum line completed to spare the resources for it.",
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					"desc:8": "What's the next step, running nuclear reactors in a perfect vacuum? That would be pretty funny, I'd like to see that.\n\n[warn]This last step is not very stable. It's very risky to do it in servers with no backups, because it relies on redstone circuits to keep the reactor from exploding. Use multiple failsafes to guarantee safety. Never ever build a vacuum nuke in a Thermos server![/warn]\n\nVacuum nukes are an interesting GTNH-specific setup. They use only three components: fuel rods, platings to fill the empty slots for automation purposes, and coolant cells. Those cells you have used to make Energy Hatches, for example, they're used here to keep the reactor from overheating and exploding. The main difference this setup has is that these cells are consumable, and will wear out over time. You will need to add fresh cells into the reactor to keep running it safely, but the crux of the show is that you don't need to make new ones - you just need to cool them down again.\n\nThe Vacuum Freezer! That's why it's called a vacuum nuke! This kind of setup relies on using EU to refill the coolant cells, so to speak, and get much more EU from the reactor than you spend to keep it running. However, the redstone automation for this is quite tricky. If you just try it blindly, it might take you a long time to figure it out, and it might have explosive results. Check the Vacuum Reactors page on the wiki ([url]https://wiki.gtnewhorizons.com/wiki/Vacuum_Reactor[/url]) if you want a detailed guide that goes far beyond what I could write in this quest description.\n\nThis quest task is for the last setup shown in the wiki, specifically the 8720-43600 EU, 40 Quad Uranium setup. As the title implies, it can produce up to 43600 EU/t, but it will require multiple filters and failsafes to run it safely. The bonus, compared to fluid nukes, is that the LHE + turbine setup is not necessary for these high output numbers.\n\n[note]Vacuum nukes are the most powerful variation, and the one that can push nuclear power beyond other options. Practice them at your own risk.[/note]",
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					"desc:8": "Yes, you can. In fact, you can get it much earlier than EV, but the speed at which you get it can vary wildly, depending on how you approach this problem. Uranium is the main upgrade to Thorium in nukes, with a lot more power to give and a different useful breeding byproduct, but you need about 3 stacks of Uranium 238 to set up the most powerful basic IC2 Uranium Nuke.\n\nHow do you get it, though? The one answer is, you get it from Thorium. Looking at NEI, the Thorium ore processing has a chance to give Uranium dusts, which you can use as fuel, but this happens very slowly, especially considering that Thorium is a rare ore in the Nether, even if each ore block gives 4 crushed dust. The reality seems to be that fast Uranium only happens when you can mine from t2 planets, but this is not the only way. There is a secret, and this secret involves CropsNH.\n\nHow does it work? Well, it's simple. The CropsNH crop that corresponds to Thorium, the God of Thunder, can quadruple each Crushed Thorium Ore into 4 Purified Thorium Ore, but it also outputs, in fluid form, one Uranium Ingot! This means that each Thorium Ore gives you 4 Uranium Ingots, and with around 42 ore, you can do one cycle of that big reactor setup. God of Thunder needs the ore under it, though, so make sure you save some for that purpose.\n\nEV Uranium nukes are an achievement intended mostly for crop users, so this quest won't demand something like that. Still, it's a useful secret, so here it is. Additionally, the Uranium crop quest in the questbook awards you with 32 Pitchblende when you complete it, which might prove useful for both for quadrupling Uranium and getting Radium for Radon!",
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					"desc:8": "The big brother to the Thorium nuke, the Uranium nuke. The biggest setup you can put together for a single IC2 Nuclear Reactor uses 7 Quad Uranium Rods, or 28 single rods. This amounts to almost 3 stacks of Uranium 238 (U238), a difficult amount to get from Thorium but much easier to get from the green ores found in Phobos. The setup is very similar to the previous one, but with some important differences. What are they?\n\nThe first one is the fuel. These fuel rods use a mixture of U238 and a bit of U235, which is rarer. To get U235, you can gamble on the chance of getting the dust from processing some of the related ores, which might be good enough, but it's also possible to use Thaumcraft to convert 9 nuggets of U238 to 7 nuggets of U235, without needing a lot of Thaumcraft progress. Assembling this fuel and putting it into rods gets it ready to be used for power, with more EU/t but less burn time compared to Thorium, 50000 seconds for Thorium compared to 20000 seconds for Uranium.\n\nThe second difference in the nuke setup. Uranium eats up more per rod, so a different arrangement inside the nuke is required. For the highest EU/t in this situation, 4200 EU/t, the setup is titled \"DESIGN #6: URANIUM v3\" in the Nuclear Reactors page in the wiki, go check it out.\n\nWhen the fuel rods get repleted, you can reprocess them to get 3/4 of the U235 back, and also a bit of Plutonium.",
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					"desc:8": "An observant nuclear scientist might have seen many more options for IC2 nukes than those mentioned in the quests up to this point. Thorium, Uranium, Thorium, Uranium... what about all of these other things, what do they do?\n\nUnfortunately, this is where the copying of builds ends. The nuke research that has been done is almost all about the fuel rods that existed from base IC2, namely the Thorium, Uranium and MOX ones. Almost all the others were added with GTNH, and they are more or less ignored by most players. However, not all of them are useless! To see why, keep reading.\n\nGoodGenerators has added two new pairs of Uranium and Plutonium rods: High Density, and Excited. Both of these use a lot more of the element per rod, to the extent where you'll need stacks and stacks of each to run a single nuke, which means that these are fuels for later in progression, when you have stockpiled a lot of U238. The main difference is that High Density rods output a lot more EU/t with the same heat output, whereas the Excited rods do output a lot more heat than usual. This means that the former are good for vacuum nukes, while the latter are good for fluid nukes. This is true because vac nukes want more EU/t from rods with less heat, to make the coolant cells last longer, while fluid nukes produce Hot Coolant directly from the amount of heat dissipated into the reactor. The Plutonium versions also have MOX-like behavior, while the Uranium ones don't.\n\nThis is not the end of high-powered nukes, though. There is a special, one-of-a-kind fuel rod called The Core, and there is a single vac nuke setup on the wiki using these that outputs 4,979,200 EU/t, or about 38 ZPM amps. A truly ridiculous number, matching the truly ridiculous cost of making the fuel itself.\n\n[url]https://wiki.gtnewhorizons.com/wiki/Vacuum_Reactor[/url]\n\nWhat else is there? Unfortunately, not much. Every other fuel rod is largely useless. Tiberium rods can breed Zirconium and Xenon, if you need them, Lithium breeds Tritium and the Naquadah rods are unbelievably bad at generating power, which many other better reactors to use the Naquadah in. In terms of power, nothing else is worth using.",
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					"desc:8": "Throw more U238 at it!\n\nIf you ever thought that a vacuum nuke doesn't burn through Uranium fast enough, this one is for you. High Density Uranium, or HDU, outputs twice the EU of the regular Uranium rods, and lasts for 70000 seconds instead of 20000. The heat output, like mentioned before, is the same, so the actual effect of using these rods in a vacuum nuke setup is that your final EU/t per nuke is multiplied by 2, and rods will need to be replaced less often. Remember, you can recover most of the resources from a depleted rod!\n\nThis also helps if you aren't automating the fuel rod input, since each one lasts longer. It's better if it's automated, but there's no danger of explosions if this part is done manually, so it's technically safe, as long as your EU buffer doesn't start complaining from lack of input.\n\nAs the last step before using The Core, you have High Density Plutonium. This HDP has MOX-like behavior, so it can output even more EU/t than HDU, up to several LuV amps per nuke, but you need to keep it running at high temperatures, which means even more risk! There is no such thing as too much safety, if you try to put one of these together.",
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					"desc:8": "Red as an ingot, white as a blob. These are the same element, and the same isotope, even if they don't seem like it.\n\nPlutonium is a major part of nuclear fission reaction, mainly as a product of Uranium fissile fuel, when an atom in the mix captures a neutron and then emits an electron and an anti-neutrino. After several hours in the reactor, the fuel is considered depleted and there's enough Plutonium in it to separate the two through thermal centrifuging, a basic and inefficient way to do nuclear reprocessing. Later on, it's possible to improve your methods of handling spent nuclear fuel, but this is the first way you get this nuclear byproduct.\n\nIf you've made Quantum Eyes, you might know one of the main uses of Plutonium: to get Radon in the LCR loop. By having enough of it to serve as a catalyst in the reaction, you can convert Uranium to Radon in small quantities without losing any Plutonium. Since you need 6 ingots, you will have to do 3 cycles of the setup shown in the quest before this one, or more if you're running smaller Uranium nukes. [note]There are other ways to get some Plutonium for the Radon loop, check NEI for more information.[/note]\n\nHowever, there is another useful thing you can use this for at this time: more nuclear fuel. Not just more nuclear fuel, but a different, more complex but also more powerful nuclear fuel. It's known as MOX fuel, and it is essentially a mix of Uranium and Plutonium. The catch is that all the Plutonium spent on creating the fuel is returned to you when reprocessing the depleted rods, alongside the extra you usually get, but not the Uranium return. To source a nuke of this kind, you will need more than 6 ingots.",
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					"desc:8": "Upon gathering more Plutonium, you can try building a MOX nuke, the most powerful of the basic nukes. It is a 6-chamber, like usual, and it takes U238 as before, but it outputs close to 6820 EU/t while only using 5 quad rods instead of 7. How is this possible? The answer is... MOX.\n\nMOX means mixed-oxide, which is the name given to the mix of Uranium and Plutonium. In here, rods with this fuel are special in the sense that they don't output a specific amount of EU/t from the usual nuke mechanics. On top of those, it also reacts to the heat of the reactor, generating more energy the hotter it is. To compensate, these rods last only half the time that the Uranium fuel rods do, but their total EU is higher if they are active in very hot reactors. This imposes an obvious problem - hot reactors are not good for your base.\n\nThere is one standardized way of dealing with this: heat-neutral reactors. What this means is that the reactor's temperature does not change while it's active, because the components inside are not interacting with the reactor's temperature value, only with the value of other components like the fuel rods themselves. This limits the type of components you can use, and you'll find that Advanced Heat Vents are now required (the overclocked ones interact with the reactor itself). However, at the same time, you can use any fuel rod to heat the reactor up to a high temperature and then activate a setup of this kind, which ensures safety and efficiency in MOX nukes.\n\nHowever, there is something more exciting, and dangerous. If you set up a 99% heat vacuum nuke (these are covered on [quest]Max Danger Nukes[/quest]), you can get truly ridiculous EU/t values, and the setup will be mostly safe. [warn]These nukes can still explode, so make sure to use Warded Glass or similar for protection.[/warn] That setup is too difficult to explain here, so check #tips-and-tricks on the Discord server, or this video: [url]https://www.youtube.com/watch?v=BmwZZ7Z_n-g[/url]",
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					"desc:8": "The previous reactor is useless on its own, unfortunately. Even if you have built it fully, there's no way to get fuel that it will accept without making another multi that mixes and processes several chemical mixtures into one, the molten salt that generates all that nuclear energy in the LFTR.\n\nThe multi's name is Reactor Fuel Processing Plant (RFPP), although it's easier to call it the Fuel Refinery. It's a mid-late IV multiblock, like the LFTR, especially due to needing 2 ZPM circuits for the Computer Cube used in the controller's recipe. The other casings are similar to what you've made before, and the tooltip gives a good description of what exactly is needed to build the Fuel Refinery.\n\nWhen it's fully built, you can focus on the recipes. Out of the 5 that are available, you can only do one at this time, the Fuel 1 recipe. To make this fuel, you need molten U235, but also Lithium Fluoride, Beryllium Fluoride and Zirconium Tetrafluoride. Each of the these elements can be obtained with relative ease, each in their own way, but Fluorine is the main part of all this, the main component of the molten salt, so it's a good idea to have a decent source of it. However, the LFTR fuels are also very, very energy dense, so each bucket of Fluorine can bring you a long way.\n\nIf you're looking through NEI, your first response might be \"There are no recipes for these fluorides other than reprocessing the depleted fuels! How am I supposed to make these?\". The answer is in the dusts: you have to craft the dusts and then fluid extract them into the fluids. There is a spreadsheet which has all the steps in crafting and reprocessing ([url]https://docs.google.com/spreadsheets/d/1_1JGSt5-ELdra6emngUc7XvKSJc-_-RO0yreRIbOrx0/edit?usp=sharing[/url]), to help with how complicated this chain is.\n\nJust make sure you remember, each bucket of fuel is worth many millions, perhaps even billions of EU! Don't let the 207M EU cost per bucket of Fuel 1 discourage you, it turns into much more energy in the LFTR. Besides, this first fuel is just a stepping stone, so don't worry about fully automating everything just yet, the final setup is different from this one.",
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					"desc:8": "Assuming you have both the LFTR and the Fuel Refinery built, and the inputs for the fuel available to be used, you can power up the reactor and leave it running. The first fuel you can use will work with 4 IV Energy Dynamos to output 4 IV amps, as long as the reactor runs, and each cycle lasts for 100 seconds (you can see the recipes on NEI, there's a tab dedicated to the 3 fuels the LFTR can run and what you get from them).\n\nWhat about everything else? The entire setup has 2 inputs and 4 outputs. One of the inputs is any of the 3 possible fuels, the other input is Lithium Tetrafluoroberyllate (LTFB). On the output side, there's one constant: U233 is output in small quantities at random, averaging 10 seconds per output. There are two other outputs, U Salt and UF6, that come from every fuel, although better fuels output more of these per cycle. Finally, T Salt or TB Salt can be outputted, the first from the first fuel and the second from the other two, with TB being more valuable than T. All of these are meant to be processed in order to reach better LFTR fuels, and also useful breeding byproducts.\n\nStarting with the first fuel, every bucket of it will need 2 buckets of LTFB, last 1000 seconds and output a total of 655,536,000 EU at 32,768 EU/t. After this, you will have 367L of U233 on average, 250L of U Salt, 500L of T Salt and 5L of UF6. As you can tell, this is a slow burner, and one bucket of each of these fluids is worth a lot!",
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					"desc:8": "You now have 4 different fluid outputs running away from your LFTR. Each of them needs specific attention, and all of them are useful.\n\nWhere to start looking? The best way to start is at the end, which is to say, the Fuel Refinery. You want to upgrade to the better fuels as soon as possible, and each one has 2 recipes: one with 4 inputs, similar to the recipe you've already done, and one with 2 inputs, focusing on LFTR Fuel Base. The 2-input recipes produce 10x the fuel, so they're much better, but you can't use this recipe alone. The Fuel Base can only be made from reprocessing depleted fuel, and you don't get enough of it to make the same amount of fuel spent. If you perfectly reprocess any of the first two fuels to get Fuel Base, you will come out short and run out of fuel.\n\nGiven that, your strategy will be to use two Fuel Refineries, one for each Fuel 2 recipe, and then change them to Fuel 3 once you've built the Assembly Line, which is required to build the final multiblocks in this line. For Fuel 2, get as much Fuel Base as you can from this chain - EBF <- DT <- RPU <- LFTR and put it into one of the refineries, while using the second one to top off on the remaining fuel you need to keep the LFTR going. You can limit the UF4 on the second refinery to not make too much fuel there, or just turn it on and off, and use as much of the better recipe as possible. You will be able to use the better recipe 100% of the time, but only after building a Sparge Tower.\n\nAdditional details on the other outputs you can get from reprocessing can be found on the breeding side of this questline branch.",
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					"desc:8": "There are two gas inputs that the Sparge Tower accepts: Helium and Fluorine. Each one works on different depleted salts (U Salt, T Salt, TB Salt) in a specific way. Helium works with U Salt to make the most valuable byproducts, while Fluorine works with the other two salts to make other byproducts and TF4, which is required to make the LFTR Fuel 3. Here, we'll focus on Helium and U Salt, and the other recipes will be covered on the powergen side of the branch.\n\nAll the U Salt you get from the LFTR, from any fuel, can be run through the Sparge Tower. It's an additional step that is slow, yet rewarding. The recipe is HV-tier, but it's recommended that you overclock it, and maybe even build multiple towers to accelerate it. All the U Salt you have should pass through these, because sparging it outputs almost every noble gas! Xenon, Neon, Argon, Krypton and Radon will be outputted over time, precious gases to speed up EBF recipes and save up lots of energy, and also for the Void Miner. Radon, on the other hand, is required to make Quantum Eyes, Quantum Stars and many other important items.\n\nEven though you get many gases, the speed at which you'll get them isn't great, since it depends on the speed at which LFTR fuel is being consumed. This should not be your only source of these gases, but it is a completely EU-free way to get them, considering the amount of energy the LFTR produces.",
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					"desc:8": "This quest is late LuV.\n\nYou might have read before that Lutetium is necessary as an input for fusion crafting. In a tier 2 fusion reactor, Lutetium + Chrome = Americium, a required material for many required crafts. Lutetium is a material that is obtained exclusively from breeding, so you're in the right place to find ways to get it.\n\nThe very first method, EV's IC2 Thorium nukes, is the cheapest, but also the slowest. Each fuel rod takes 50000 seconds to deplete, almost 14 hours, with half of a Lutetium Dust per depleted rod. Highly stackable designs, such as the 2-chamber 11 quad rod one, will grant you 22 dust per cycle. After building 10 of those, the rate is still 16 dust per hour. This processing speed isn't good enough to keep progressing forever, and there is no need to make more towers of breeder nukes.\n\nYour 5 main options are:\n\n1) HTGR - fastest but also quite expensive multiblock reactor. Unfortunately, it requires purified Thorium-232 which you will need to purify first;\n2) Lutetium bees - if you've already started bees, getting it should be quite easy;\n3) Spamming IC2 nuclear reactors;\n4) Distilling Heavy Naquadah Fuel;\n5) Summoning meteors;",
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					"desc:8": "Have you heard of gas-cooled reactors? Have you heard of Pebble Bed reactors? Well now you have both!\n\nThe High Temperature Gas-cooled Reactor (HTGR) uses specially prepared fuel pellets to heat coolant gas (helium) that's pumped in a closed loop through the reactor and heat exchangers. The reactor requires a constant supply of helium gas and power in order to power the pump that keeps the coolant loop working.\n\nThis reactor allows breeding of rare resources (§5Indium§r,§9Osmium§r), fissile materials (§aU235§r,§cPu239§r,§4Pu241§r), can supply you with §dLutetium§r and also unlocks alternative recipes for §dEuropium§r and §7Americium§r via the elusive §2Promethium§r.\n\nThe disadvantage of this reactor is it's expensive nature. Pebble reactors work by stuffing the reactor full of pebbles, none of which require rare resources but rather a large amount of common ones. Even though a lot can be recycled, you still need to keep the reactor filled to get decent speed. As a reward for this upkeep cost, you get a decent production for many different outputs.\n[note]\nNotes:\n\nHTGR has an internal buffer for fuel and gets faster the more fuel you put inside according to the formula §6eff=1-(1-x)^3§r\n\nThis multi consumes 0.2A IV when operating and this amount increases when lacking helium gas. \nThe amount of Helium gas increases with the amount of helium gas stored.\n\nReactor speeds up immensely when supplied with either/both IC2 Coolant or Water, if the amount of supplied fluid is not full the bonus speed is applied linearly.\n\nBy typing HTGR in NEI, you can see all the items that are related to this multiblock.\n\nFor exact numbers visit HTGR-Controller-Tooltip.as/always\n[/note]",
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					"desc:8": "With the reactor built, it's time to automate the fuel and additives, since there are additives this time. They are optional, so let's begin with the required inputs.\n\nLiquid Air is trivial to automate: it's a Vacuum Freezer job. Input energy and Air and output Liquid Air, there are quests for this. The fuels themselves are more complicated, but the three of them follow a similar set of recipes. First, you grab a lot of the radioactive element (Thorium, Uranium or Plutonium), wrap it in a specific foil and then put in an Implosion Compressor to make very dense nuggets. These are into the High Density items you need, which are then mixed with specific dusts to create the basic fuel fluid.\n\nThis part is where it becomes complicated, though. To get the energy out of this radioactive fluid, you need to activate it. Thorium is done by mixing with Helium Plasma (t1 fusion), while the other two are made directly in the Fusion Reactor (t2 fusion). The activated fuels can be thrown directly in the reactor to produce EU, at a very slow pace. Your bottleneck should be the main radioactive element, so make sure you can source it fast enough.\n\nBeing here, you should have a Large Naquadah Reactor ready to go. However, it is true that these Excited Fuels can be used to make fuel rods for IC2 nukes, with much larger heat outputs meant for fluid nukes. You can try to use them there, but there are no simulated setups of any kind for those rods, so it's going to be a very experimental setup if you ever decide to make it.",
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					"desc:8": "Here we are, at the end of fission.\n\nAt this time, you have more than entered the fusion tiers. In fact, the last fusion setups go as deep as t2 fusion, so you might be running both fission and fusion at the same time, although the latter is generally easier and more efficient once the structure is built.\n\nOne of the ultimate goals of fission is a filled HTGR, a very expensive multi that can grant you power and breeding products. However, the Naquadah Generator that has those nuclear fuels can do much more! The Naquadah fuel line is the reason why it was created, and it can replace t3 fusion and beyond by condensing powergen even more than fusion did, and replace the turbine spam. There are endgame variants of the fuel line and the additives, and it is usually strongerthan fusion for power if done right.\n\nThose fuels aren't exactly nuclear fission, nor fusion, and more of a chemical line, so they were not included here. If interested, look at NEI to see what they have to offer.",
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					"desc:8": "Once you upgrade your Fusion Reactor to tier 2, you gain access to a better recipe for power generation, which is Tin Plasma. Helium-3 is used, as it was before, but now with Silver, which you can automate in a million ways. The processing speed is slightly higher than before, but the fuel value of this plasma is much higher than what you were using before, at 150,000,000 EU per bucket. This impressive fuel value means that the max power output of a single t2 reactor at 100% fuel efficiency is 2,700,000 EU/t, and with the turbines you can use here, you can twice as much as that or even more!\n\nTo utilize all of the plasma, you will be using 10 or more turbines with good rotors. Before doing that, though, it's a good idea to step back and test your turbines with this plasma, preferably in Creative mode, because the fuel value is so high that one liter of plasma is worth 150,000 EU at 100% efficiency. If you set the input rate to anything higher than 2 L/t, you will go above the ZPM Dynamo limit, and even 2 L/t will be too high if the turbine's efficiency is 174% or above! Until you upgrade your hatches, you might once again be stuck will less power output or efficiency than you'd like. There's only one way to fix that.",
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					"desc:8": "Hopefully, not more than a handful. The objective here is for each of them to output close to 2 million EU/t.\n\nHow can you get there? Look at the UV Dynamo Hatch's recipe and you have your new objective. When you arrive there, each turbine that is equipped with that impressive block will be able to output up to 2,097,152 EU/t, which again opens you up to new turbine opportunities. Some good choices at this point are as follows:\n\nLarge Cosmic Neutronium 225% 1,360,800 EU/t\nLarge Ichorium 225% 1,360,800 EU/t (very durable)\nLarge Awakened Draconium 195% 491,400 EU/t\nLarge Trinium 185% 1,451,840 EU/t\n\nAt this point, you might consider building more t1 Fusion Reactors to process other materials. Even if you stop the reactor you're using to generate this plasma, the EU cost of restarting it is less than 1 bucket of plasma, so it's probably not that big of a deal.\n\n[note]At this point, you really should be looking into the XL turbine chain, from XL supercritical to dense to normal steam.[/note]",
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					"desc:8": "Tin Plasma is more power-dense, but it's not a required upgrade. As you scale up, it's always worth it to look back at Helium Plasma for how renewable it is, something that Tin Plasma has unfortunately lost a bit of. It can be made renewable, but one of its strengths was in the Molecular Transformer recipe that transformed Tin, the output, into Silver, one of the inputs. This recipe is now in the new Molecular Transformer Multiblock and does not scale as well as before. Therefore it might be easier to use void miners for silver or to stick with Helium Plasma.\n\nAs per usual, running a lower tier recipe awards you with an overclock. Unlike other GT machines, though, the Fusion Reactor's overclock doubles both speed and energy consumption, which maintains the energy consumption per recipe but gives only half of a speed boost that a perfect overclock (like the Large Chemical Reactor) would. This means that a t2 reactor can produce exactly twice as much power as a t1 in the form of plasma output, but the upgrade is bigger than that when taking better turbines into account.\n\nWhat comes next, then? Tier 3 is what is next. There is no new fuel to be used here, your options are either 4x speed on Helium or 2x speed on Tin. After getting the cheaper Americium recipe that's available on t3, you will be able to make more reactors at a cheaper cost, but this lack of fuel upgrade will still be problematic in your progression. You will have to find other ways to upgrade your power, which will be revealed after this.",
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					"desc:8": "Astral Titanium - from Force + Krypton. The final step in the second level of the fusion line, the plasma generates good power but this magical titanium is also used for fusion components and other things. Check the questline in How to Generate Power, starting at [quest]Welcome to the Plasma Chain[/quest], for more information.\n\nUranium - from Gold + Aluminium or Magnesium + Mercury. You should have already left nuclear fission behind, but if you ever need Uranium, you can use this? You should have a lot of it already.\n\nPlutonium - from Helium + Uranium. A quick 1:1 conversion from U238 to P239, but you already have access to Plutonium Ore, so this is probably pointless.\n\nCalifornium - from Beryllium + Plutonium. Mostly used for Oganesson, not very useful for anything else, and you won't need a lot of this if replicating Oganesson is an option.\n\n(These 3 recipes make a possible chain to Oganesson, which can be made in t3 fusion. Not that they are necessarily the best option to get it.)\n\nExcited Uranium Fuel - from Hydrogen and Uranium Liquid Fuel. This is for the Naquadah Generator, which is late ZPM, or possibly to use in IC2 nukes, although that's the worse option. Basically, it's accelerated nuclear fission, if you have interest in that.\n\nExcited Plutonium Fuel - from Hydrogen and Plutonium Liquid Fuel. Same as above, but from Plutonium. This means it's more expensive, but also more powerful, and can yield a lot of power in the Naquadah Generator with the right additives.",
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					"desc:8": "Some turbine materials are not available for you, either because you don't have the material itself or because the Dynamo Hatch in the turbine cannot handle the power output from plasma. It will be a different story in UHV, when you can once again quadruple the max output of each turbine, and also unlock Infinity as an option for turbines.\n\nHuge Infinity 300% 6,451,200 EU/t\nHuge Infinity Catalyst 231% 1,236,480 EU/t\n\nYes, that's basically it. You can use any material from the previous turbine quests, but when you make the t8 rocket and can mine Infinity Catalyst, these are the two options. Obviously, Infinity is much better, but also much more expensive. If you stick with fusion, you will need several of those to push through the endgame. Remember that you can input plasma beyond the optimal flow, and get more out of each turbine at the cost of fuel efficiency.",
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					"desc:8": "It's not smaller, it's compact!\n\nCompact Fusion. If you've been looking for a big multiblock to put together, you have arrived at a very neat thing. There's hardly anything that could beat its size, except for a max height Mega Distillation Tower, but this is instead a wide multi instead of a tall one. It is so wide, in fact, that it cannot fit in one chunk, and instead covers a 3x3 chunk space! Make sure you follow the instructions and the hologram properly, and jump in joy when you have one of these built.\n\nYou can choose one of four tiers for this reactor, in the same way as the normal Fusion Reactors. The Compact controller will need 48 of the regular controllers in the same tier, plus some other materials, and more than 2 thousand blocks in the structure, which are conveniently detailed in the tooltip. It is much bigger than the previous reactors, but it also has a huge number of parallels, starting at 64x with MK1 and ending at a maximum of 320x with t5!\n\nThis is the go-to when you have found yourself deep into MK3 fusion, perhaps even MK4, and you find yourself running short on power. Instead of making a tower of reactors, why not make one of these? The only power issue that you'll have after getting it done is the amount of turbines you will need to eat up all the plasma. You probably know about the XL Plasma Turbine, but you should also know that they force huge penalties on most plasmas, including Helium and Tin, if you use good turbine materials like Infinity. Do you remember those fusion chains mentioned in previous quests? This is the time for them. Check the \"How to Generate Power\" tab for more details.\n\n[note]Compacts follow different overclocking rules, needing double the startup power and double the voltage instead of just the voltage.[/note]",
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					"desc:8": "What is the most powerful nuclear fission generator there is? The answer to that question isn't even a nuclear fission generator, for the most part. The answer is the Large Naquadah Generator. It follows the same principle as the LFTR, use a new processing chain to turn Thorium, Uranium and Plutonium into liquid fuels, very dense with energy, which are then slowly burned to generate large amounts of power over a very long period of time. This reactor, for example, burns its fuels 1 mB at a time, over several seconds, when running without additives, a very slow burner by default.\n\nLet's look at the NEI recipes. Excited Thorium outputs 2,200 EU/t, Excited Uranium outputs 12,960 EU/t and Excited Plutonium outputs 32,400 EU/t. These are small numbers, clearly, so this can't possibly be the most powerful nuclear fission reactor. However, this multi is more complicated than that! In total, there are 4 inputs you can provide for it: one of them is the required fuel and another is the also required Liquid Air to generate EU from that fuel, but the other 2 are additives that are optional, yet increase both the efficiency and the consumption speed of the fuel. The controller's tooltip lists all the possible additives and their bonuses.\n\nFuel efficiency here means that the fuel is burned at the same rate, but energy output is increased by the percentage. Let's consider the two best options, Cryotheum and Atomic Separation Catalyst. They multiply with each other, so the energy output is 2.75 x 16 = 44 times the displayed EU/t on NEI! Excited Plutonium, the most energetic of the three fuels, will award you with 1,425,600 EU/t, almost 3 UV amps.\n\n[note]The more popular use for this multi is naquadal fuel, though.[/note]",
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					"desc:8": "An LuV LFTR running on Fuel 3 outputs 4 ZPM amps per tick, or 524,288 EU/t. Each bucket is worth 1,048,576,000,000 EU, more than a trillion EU! Certainly, this is the most power-dense fuel you've ever held, and now that you've made it here, you can make it to fusion and beyond much more easily. But wait, there's more!\n\nYou might have noticed that the limiting factor in using the best recipe for Fuel 1 and Fuel 2 was the U Salt, which ultimately makes the LFTR Fuel Base. You just can't get enough of it to drop that inefficient 4-input recipe. However, the increased output of U Salt from Fuel 3, alongside the doubling that you can get from processing Helium Sparged U Salt instead of the regular one, means that you can use the 2-input recipe to make all your fuel from now on! If you haven't set up Helium Sparge Towers yet, do so now.\n\nWhen you do this, you can grab the two Fuel Refineries you should have and set them both to the 2-input recipe. Each bucket of Fuel 3 takes 9000 seconds to make, but is consumed in 4000 seconds, so it's good to have more than one Refinery per LFTR. With this, you will make fuel much faster, and generate much more EU than before. If you continue expanding, it's very possible to match the first tiers of fusion power from something like this.",
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					"desc:8": "The Naquadah Reactor has the potential to be an endgame power generator, but only if the right additives are used. These additives boost the EU/t output of the multi, but in different ways, and it's important to upgrade them as quickly as possible. However, going beyond the max output of the Dynamo Hatch is not a good idea!\n\nThere are two types of additives: the coolants and the fuel boosters. The coolants boost fuel efficiency, which means fuel consumption is the same, whereas the boosters increase the speed the multi burns the fuel, increasing the output at the same time. There are endgame alternatives for both of these, but they will be ignored here.\n\nThere are three coolants, but the 275% efficiency boost by using Cryotheum should not be ignored. To automate it, you will need an automated source of Blaze Rods and Snowballs (Snow is made from Water). To this, you add Redstone and Saltpeter, and you're done.\n\nThe boosters are more difficult to choose from. Caesium should be ignored, Uranium 235 can be automated from Uranium 238 with magic at an almost 1:1 ratio, but Naquadah is what you probably have ready to use for this, which quadruples the speed of this reactor. However, if this is too slow, you can instead automate Atomic Separation Catalyst to get a 16x speed boost! There are many recipes for this, so choose your favorite.",
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					"desc:8": "If you've looked at the wiki setups, you might have seen some that seem harder to automate than others. Particularly, that one with two kinds of Uranium Rods. More than filling empty slots with Reactor Platings to force all the inputs to move to the specific slots where the rods must go, this one needs each rod to go in a specific slot!\n\nThe solution for this is a GT cover. The Robot Arm does the same action of moving items around as the Conveyor, but it moves to specific slots. With this, you can move the Dual Rod to where it needs to be, and the Quad Rods can fill the remaining slots as intended. If you're using other setups, you can use a similar logic to do your automation.",
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					"desc:8": "Your sourcing of Uranium is gonna be very small in EV, unless you use crops. Similarly, your ability to put together the multiblocks needed for the fluid nuke will be better in IV, since you can mine Small Titanium Ore directly, and use GT++ multis.\n\nAll in all, the Tier 2 Rocket makes things a lot easier by letting you mine ores on Mars and Phobos to get Uranium and Tungstate/Scheelite. However, building it requires considerable progression in EV, due to TPV Coils, which need Titanium and Platinum, and the Field Generators that the rocket needs. In EV and IV, vacuum nukes are one of the best choices for power, but the setup is complicated and needs Uranium and/or Plutonium.\n\nEither way, it's recommended to have a Multiblock Miner in either the Nether, for Thorium or Phobos/Deimos, for Uranium.",
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					"desc:8": "Thorium and Uranium have a lot of differences, but also a lot of similarities.\n\nIn general, Uranium is a better fuel, but fluid nukes do not follow that general rule. Because they do not output any EU/t, and simply convert heat to Hot Coolant, the difference between the two fuels becomes minimal and Thorium stands out as being much easier to get and turn into fuel rods. The maximum amount of heat you can safely move around in a reactor limits the amount of Uranium Fuel Rods you can use, which means that your HU value will not be as high as you would have wanted.\n\nFor regular and vacuum IC2 nukes, however, Uranium has a big advantage. Especially in vacuum nukes, which are the most powerful, the efficient cooling through the cells makes it so a lot of Uranium can be processed at once, which returns incredible amounts of EU/t. The different conversion from fuel to energy between fluid and vacuum means that Thorium is very good for fluid nukes, whereas Uranium is very good for vacuum nukes.",
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					"desc:8": "Were you courageous enough to build a vac nuke? If so, are you courageous enough to do it in a MOX setup, with high heat?\n\nYes, this is possible, and extremely powerful. However, all the risks you signed up for are exponentially increased, since MOX nukes keep getting better and better the closer the nuke's temperature is to the critical point. This sort of automation is more complicated than almost any other, and there are very few tutorials for exploiting the maximum potential of these setups. Here are some links you might find useful:\n\n[url]https://www.youtube.com/watch?v=BmwZZ7Z_n-g[/url]\n\nTutorial video for automation of dangerous vacuum nukes. 43,600 EU/t for Uranium, 108,895 EU/t for MOX at 99% heat, 4,979,200 EU/t for The Core.\n\n[url]https://discord.com/channels/181078474394566657/1341554447981219880[/url]\n\n#tips-and-tricks post about the setup in the video above, with more details and discussion.\n\n[url]https://www.youtube.com/watch?v=N4iO1HlFvVQ[/url]\n\nAnother video about vacuum nuke setups.",
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					"desc:8": "Definitely consider making one.\n\nThe Transcendent Plasma Mixer is a powerful asset for all your DTPF catalyst needs.\n\nThe base processing time is always 5 seconds. You can specify the number of parallels the machine can run in the GUI.\n\nEach parallel additively increases the power requirement, so you don't lose any efficiency while increasing production!\n\n[note]Most of your power will go here. Consider upgrading your naquadah fuel or creating the Dyson Swarm.[/note]",
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					"desc:8": "At this point, you may have noticed that these higher-tier metal combs can't be extracted with a centrifuge. Instead, you need to pass them through a chemical reactor with some hydrochloric acid. This will leave you in a pickle. Here you are, trying to reach post-scarcity, and now you're limited by chlorine.\n\nSpeaking of pickles, hydrochloric acid is kind of like a pickle, right? After all, you make both with salt! The salt bee is perfect for this. Well, the apatite bee line can get you some salt and also some phosphorus for phosphoric acid, but you have to start on ash bees first. Meanwhile, you'll likely take care of the salt bee's pre-requisites on your way through getting all the major ores.\n\nBreed them from clay and aluminium bees on top of a block of salt.\n\nThey will produce salt combs, borax dust, slag combs, and trace lithium combs. The salt combs will require at least an MV-tier centrifuge, but at least it doesn't require processing with acid in a chemical reactor!\n\n[note]Breeder's Notes:\n\nThere are two challenges with this bee:\n\n1. The 5% chance of mutation. You may consider trying the escritoire minigame to get a boost to this chance. If so, favor aluminium drones because you're probably on your way to the other bees derived from aluminium ancestry, and they all only have a 5% chance anyways. They could all use a little boost.\n\n2. The humidity swing between clay and aluminium species. Clay bees want it wet, and both aluminium and salt bees want it completely arid. If you can't manipulate the climate or the tolerances of any of the bees, consider starting by plugging clay drones into a modest princess. This has a good chance to get you a clay princess that prefers a dryer climate. You can then do all your breeding exclusively in an arid biome.\n\n[/note]",
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					"desc:8": "Running your Dimensionally Transcendent Plasma Forge for an extended period [note](8 hours)[/note] allows the Multidimensional Spaces to align perfectly.\n\nWith your newly acquired technology, you can now tap into these spaces in perfect sync, enabling your plasma forges to operate at incredible speeds.\n\nThe Transdimensional Alignment Matrix allows the DTPF to run with Perfect Overclocks. To achieve this, you need a full discount, and the extra power cost is offset by using more of the same catalyst.\n\nOverall, it is more efficient and totally worth it.\n\nThis process is extremely catalyst-hungry. Ensure you're producing enough to sustain it.\n\nFor recipes without a catalyst, you must specify the catalyst in the GUI by right-clicking the Convergence button, otherwise it will default to Crude.[/note]\n\n[note]Math for the curious:\n\nTo clear up what exactly happens in the background, here's an explanation on how the extra catalyst values are calculated using an example:\n\nThe example recipe of choice is the molten neutronium recipe using prosaic catalyst, running at 64A UMV (8,589,934,592 EU/t).\nThe recipe uses 14,753L of Prosaic catalyst and 36,484,545,600 EU per recipe without OCs or the catalyst discount. With the discount, the catalyst amount gets cut in half, meaning 7,376.5L of catalyst, which are rounded to 7,376L, and due to the 64A UMV the machine is supplied with the recipe overclocks 3 times, meaning each recipe actually uses 36,484,545,600 * 2^3 = 291,876,364,800 EU.\n\nKnowing the amount of OCs and the base voltage of the recipe, the difference of the needed EU per recipe with and without perfect OC can be calculated, that being 291,876,364,800 - 36,484,545,600 = 255,391,819,200 extra EU due to imperfect OCs.\nTo get the value of needed extra catalyst, this extra EU value has to be divided by the energy density of the relevant catalyst, prosaic in this case.\n\nThe division equates to 255,391,819,200 EU / 66,768,460 EU/L = 3,825.037 L, rounded to 3,825L extra prosaic catalyst per recipe. For the final step, this value has to be multiplied by 0.5 as it's affected by the discount, meaning the total extra catalyst that gets added to the recipe is 3,825L * 0.5 = 1,912.5 L, rounded to 1,912L.\n\nTo summarize it all in a formula:\nAmount extra catalyst per recipe = (B * ((2^x) - 1))/2L\nwhere:\nB is base total EU of the recipe\nx is the number of overclocks\nL is the EU/L of the relevant catalyst [/note]",
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