Repository navigation
Codex Energy Hawking Reactor

The Hawking Reactor takes its power straight from the evaporation of a tiny singularity: the lighter it is, the faster it evaporates and the more power it gives. To keep it alive, exactly the evaporated mass must be fed back as matter. That balance is unstable, so the reactor always needs Gravimetry, which runs the control. It starts from a
Singularity Capsule split off a Micro Black Hole Plant.
- Put a Singularity Capsule into the item input: the reactor starts and charges its start energy.
- The singularity evaporates; the Radiation Collectors turn 0.9 of its mass energy into electricity.
- The control feeds
Compressed Matter through the Matter Injectors: the evaporation plus a correction towards the mass that gives your power setpoint. - Stop feeds the singularity up to a safe mass and dissolves it through the collectors.

Shown size: 7 wide, 7 high, 7 deep (adjustable: Edge 7–15).
One example of many: within the rules on this page, size and arrangement are up to you; the Build Projector shows the plan in every allowed size.
| Key | Block | Count | |
|---|---|---|---|
| C | Singularity Casing | 118 | |
| D | Radiation Collector | 74 | |
| A | Singularity Frame | 68 | |
| E | Coolant Channel | 24 | |
| B | Shielded Sight Glass | 24 | |
| H | Energy Input Hatch (Tier 3) | 1 | |
| F | Energy Output Port | 1 | |
| G | Fluid Input Port | 1 | |
| L | Fluid Output Port | 1 | |
| J | Gravimetry | 1 | |
| K | Item Input Port | 1 | |
| I | Matter Injector | 1 | |
| 0 | Hawking Reactor Controller | 1 |
Each picture adds one layer, from the bottom up; the newest layer is bright. The controller wall faces you on the left.

Parts in this step: Singularity Casing (C) ×25, Singularity Frame (A) ×24

Parts in this step: Radiation Collector (D) ×19, Singularity Casing (C) ×15, Coolant Channel (E) ×6, Shielded Sight Glass (B) ×4, Singularity Frame (A) ×4, Hawking Reactor Controller (0) ×1

Parts in this step: Radiation Collector (D) ×12, Singularity Casing (C) ×11, Shielded Sight Glass (B) ×5, Coolant Channel (E) ×4, Singularity Frame (A) ×4, Energy Output Port (F) ×1, Fluid Input Port (G) ×1, Fluid Output Port (L) ×1, Item Input Port (K) ×1

Parts in this step: Singularity Casing (C) ×13, Radiation Collector (D) ×12, Shielded Sight Glass (B) ×5, Coolant Channel (E) ×4, Singularity Frame (A) ×4, Gravimetry (J) ×1, Matter Injector (I) ×1

Parts in this step: Singularity Casing (C) ×14, Radiation Collector (D) ×12, Shielded Sight Glass (B) ×5, Coolant Channel (E) ×4, Singularity Frame (A) ×4, Energy Input Hatch (Tier 3) (H) ×1

Parts in this step: Radiation Collector (D) ×19, Singularity Casing (C) ×15, Coolant Channel (E) ×6, Shielded Sight Glass (B) ×5, Singularity Frame (A) ×4

Parts in this step: Singularity Casing (C) ×25, Singularity Frame (A) ×24
-
Shape: a cube with odd edge length, at least 7, at most
perf.maxStructureSize(default 16, allowed 5–32). -
Edges and corners: only
Singularity Frame. -
Faces:
Singularity Casing,
Shielded Sight Glass,
Inspection Hatches,
Matter Injectors,
Gravimetry, the ports and the controller. -
Inside: the centre and the blocks one step from it stay air (the vacuum). Every other interior block is a
Radiation Collector or a
Coolant Channel; no air. - Needed: at least one Radiation Collector, one Matter Injector and one Gravimetry.
- Ports (each works only on its outer face):
-
Energy Input Hatch: start and containment energy in. -
Energy Output Port: the reactor's energy out. -
Item Input Port: Compressed Matter and Singularity Capsules in. -
Fluid Input Port: water in;
Fluid Output Port: Hot Coolant out.
- Start: a capsule brings 3 ME. The reactor then draws 100,000,000 E from its input buffer (1,000,000,000 E) and runs.
- Evaporation per tick = 0.4 ÷ mass².
-
Power = evaporation ×
volt.energyPerMassUnit(default 10000000, allowed 1000–1000000000000) × 0.9, up to half less with hot collectors, timesvolt.generatorOutputMultiplier(default 1.0, allowed 0.01–100.0). It goes into the output buffer (200,000,000 E). - Containment: 50,000 E every tick, from the input buffer first, the rest from the output buffer.
-
Feed: every Matter Injector feeds up to 0.05 ME per tick. The plant stores up to 1,000 ME of matter; each Compressed Matter is one ME.
volt.fuelConsumptionMultiplier(default 1.0, allowed 0.01–100.0) changes how much matter the same feed takes. - Setpoint: the power you want, at most the safe power. The control aims for the mass that gives it (at least 2 × 0.3 ME). The buttons change it by 250,000 E per tick.
- Safe power (shown in the window): what the injectors can hold, injectors × 0.05 × energy per mass unit × 0.9, with 10 % kept as reserve.
- Collector heat: 0.05 of the collected energy heats the collectors. Coolant Channels carry it away as Hot Coolant (10 HU per mB), each up to 400 mB of water per tick. Every channel stands for 40,000 HU of heat limit; at the limit the reactor shuts down by itself ("collectors overheated").
- Stability shows how much feed reserve is left beyond the evaporation; it halves without containment energy or without stored matter and falls with hot collectors.
Note
The setpoint stops at the safe power A setpoint above the safe power would let the singularity shrink to a mass whose evaporation the injectors cannot replace, so the setpoint never goes above it: neither the buttons nor the default (1,000,000 E per tick) can raise it further, and after a rebuild with fewer injectors it drops with the safe power. For more power build more injectors. The single injector of the example holds about 405,000 E per tick.
Warning
One slot for matter and capsules Matter and capsules share the one input slot. A second capsule waiting there while the reactor runs blocks the matter: the singularity starves and evaporates. Only insert a capsule into an empty reactor.
- Stop (or overheated collectors) feeds the singularity up towards 1.5 ME; once it is that heavy, it dissolves through the collectors and the reactor is empty again. This needs matter in the store.
- Failure: below 0.3 ME the singularity evaporates completely ("ran away and evaporated", or "no matter" when the store was empty). Missing containment energy and a broken structure end the same way (both show as "structure broken"). Each failure is a radiation flash that hurts living beings nearby and leaves radiation behind for a while; see Incidents and Radiation.
- After a failure the collectors are hot; Reset works once they have cooled down.
- Lines: Status (structure) and Phase (with the reason).
- Bars: input and output buffer.
- Values: mass, stability, output, setpoint, safe power, matter feed, evaporation, matter, collector heat, start charge.
- Buttons: Stop, Reset, -/+ for the setpoint.
| Phase | Meaning |
|---|---|
| Empty (needs a singularity capsule) | Insert a capsule to start. |
| Starting | The start energy is drawn. |
| Running | The singularity evaporates and gives power. |
| Shutting down | The singularity is fed up to the safe mass and dissolved. |
| Failure: ran away and evaporated / no matter / collectors overheated / structure broken | Let the collectors cool, then Reset. |
- Pipe Compressed Matter into the Item Input Port. Insert capsules only by hand, or make sure a pipe only sends one when the reactor is empty.
- Water in, Hot Coolant out to a Heat Exchanger.
- A
Sensor Module reads mass, stability, power output, energy stored, matter, phase and reason.
| Message | What to do |
|---|---|
| The plant must be a cube with odd edge length (is …) | Build the same odd edge in all three directions: 7, 9, 11, 13 or 15. |
| Wrong block at … (expected: Air) | The centre and the blocks around it stay empty. |
| Wrong block at … (expected: Radiation Collector, Coolant Channel) | Fill the rest of the inside with collectors and channels, no air. |
| Missing parts: … | At least one Radiation Collector, one Matter Injector and one Gravimetry. |
| Structure too small (…) | At least 7 × 7 × 7. |
| The controller must sit in a wall, front facing out | Put the controller into a face, front outwards. |
- The singularity glows in the middle; the collectors glow with their heat.
- Smoke at the controller warns of hot collectors, violet sparks of low stability.
- A starting or running reactor radiates up to 4 damage per second at its centre.
QNet Codex
Getting Started
- Welcome to QNet
- The First Machines
- Tiers and Components
- Energy, Fluids and Gases
- Building Plants
- The Quanta Linker
- Teams and Rights
- Upgrades and Plant Modules
Energy
- Energy Overview
- Basic Dynamo
- Thermoelectric Generator
- Stirling Generator
- Geothermal Heat Exchanger
- Solar Array
- Wind Turbine
- Solar Thermal Field
- Industrial Boiler
- Steam Turbine
- Gasifier
- Natural Gas and the Gas Derrick
- Gas Engine
- Gas Turbine
- Fission Reactor
- Nuclear Fuel Cycle
- Advanced Reactor Model
- Centrifuge Cascade
- Tokamak
- Little Star
- Micro Black Hole Plant
- Hawking Reactor
- Capacitor Bank
- Battery Hall
- Molten-Salt Store
- Gravity Store
- SMES
- Dimensional Store
- Process Heat
- Electric Heater and Heat Exchanger
- Incidents and Safety
- Radiation
Processing
- Crusher
- Induction Furnace
- Metal Former
- Assembler
- Plant Processor
- Farming Station
- Tree Harvester
- Electrolyzer
- Air Separator
- Chemical Reactor
- Industrial Centrifuge
- Crystallizer
- Tunnel Furnace
- Foundry
- Chemical Plant
- Assembly Complex
- Agricultural Facility
- Particle Facility
- Quantum Facility
- Matter Reconstructor
- Deep Core Extractor
- Plant Speed Modules
- Materials and Recipes
Rift
- The Rift
- Building the Complex
- Structure Parts
- Rift Gate Assembly
- Power Injection Array
- Stabilization Tower
- Coordinate Computation Array
- Dimensional Observatory
- Extraction Array
- Matter Receiving Facility
- Linking the Complex
- Running the Rift
- The Rift Console
- Research and Signals
- The Research Tree
- Mining
- Sectors and Diminishing Returns
- The Job Program
- Rift Map Table
- Command Terminal and Monitors
- Rift Materials
Storage
- The Storage Network
- Storage Controller
- Storage Units
- Storage Access Terminal
- Storage Interface
- External Storage Interface
- Bulk Tank
- Warehouse
- Linking Storage
Logic
Reference
Items and Blocks
- Advanced Circuit
- Ash
- Basic Circuit
- Bio Fertilizer
- Biomass
- Block Die
- Block Mold
- Casting Basin
- Charged Quantum Crystal
- Coal Dust
- Conductive Alloy Ingot
- Conveyor
- Copper Coil
- Copper Dust
- Copper Plate
- Copper Wire
- Creative Battery
- Creative Gas Tank
- Deepslate Lead Ore
- Deepslate Lithium Ore
- Deepslate Uranium Ore
- Efficiency Upgrade
- Emergency Vent
- Energy Cell
- Energy Transformer
- Exotic Matter
- Field Emitter
- Field Stabilizer
- Fluid Tank
- Gas Compressor
- Gas Tank
- Gear Die
- Gear Mold
- Generator Coil
- Gold Dust
- Gold Plate
- Heat Exchanger Tubes
- Induction Coil
- Industrial Frame
- Ingot Mold
- Iron Dust
- Iron Plate
- Irradiated Residue
- Laser Optic
- Block of Lead
- Lead Ingot
- Lead Ore
- Lithium Carbonate
- Lithium Dust
- Lithium Ore
- Machine Frame
- Nugget Mold
- Parallel Upgrade
- Pattern Card
- Plant Fiber
- Plate Die
- Plate Mold
- Polymer Sheet
- Precision Alloy Ingot
- Precision Frame
- Pump
- Quanta Linker
- Quantum Crystal
- Quantum Frame
- Quantum Processor
- Range Upgrade
- Raw Lead
- Raw Lithium
- Raw Uranium
- Refractory Bricks
- Rod Die
- Rod Mold
- Rotor Blade
- Rotor Shaft
- Sensor Module
- Servo Motor
- Silicon
- Silicon Boule
- Silicon Wafer
- Solidified Melt
- Speed Upgrade
- Stabilized Matter
- Steel Blend
- Steel Dust
- Steel Gear
- Steel Ingot
- Steel Plate
- Steel Rod
- Superconductor Wire
- Uranium Dust
- Uranium Ore
- Wire Die
- Yield Upgrade