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Codex Energy Radiation

Running nuclear plants radiate, incidents leave radiation behind, and nuclear waste radiates when you carry it. Radiation is plain damage over time to living beings nearby. Lead shields it, the radiation suit protects you, and the Geiger counter shows how much reaches you. Nothing else is contaminated: no blocks, no items, no lasting zones.
| Source | Strength (damage per second at the centre) | When |
|---|---|---|
| Fission Reactor | up to 4 | Grows with the neutron flux (up to one and a half times at high flux). |
| Tokamak | up to 3 | While the plasma burns; less with helium-3. |
| Little Star | 4 | While a star exists. |
| Micro Black Hole Plant | 3 | While the singularity forms or runs. |
| Hawking Reactor | 4 | While it starts or runs. |
| Meltdown site | 8 | Fades over 6,000 ticks. |
| Radiation flash | 12 at once, then 6 | The rest fades over 600 ticks. |
|
|
0.05 per piece | While it is in your inventory. |
A plant only radiates while it is formed; the radiation an incident left behind stays even when the plant is broken.
Once per second (20 ticks) every source reaches out to the living beings around it:
-
Reach = (6 + half the plant's size + 2 × its strength) blocks, times
radiation.reachScale(default 1.0, allowed 0.25–2.0). A full-power fission reactor of the smallest size reaches about 16 blocks. - Distance: at the centre the full strength, falling evenly to nothing at the edge of the reach.
- Shielding: the radiation travels in a straight line from the plant's centre to the being's eyes. Every shielding block on the way lets only 0.05 through, every other solid block 0.6. Glass, air and other see-through blocks let everything through.
- Suit: every worn piece of the radiation suit takes away 0.25 of the rest; all four pieces block it completely.
- Threshold: below 0.25 per second nothing happens. No exposure deals more than 8 damage.
- The damage is multiplied by
radiation.strengthScale(default 1.0, allowed 0.0–4.0) and ignores ordinary armour. A green "Radiation" effect shows while you are hurt.
Players in creative or spectator mode take no damage. With radiation.enabled (default true) off or in the safety setting safety.safeMode (default false) there is no radiation at all.
These blocks count as shielding (block tag qnet:radiation_shielding; data packs can add more):
-
Block of Lead and the lead blocks of other mods, -
Lead Concrete, -
Shielded Sight Glass: you can look into a reactor and stay shielded.
| Sand | Gravel | Sand | ||
| Gravel | Gravel | → |
||
| Sand | Gravel | Sand |
Tip
One layer of lead A single layer of lead blocks or lead concrete around a reactor room takes away 95 % of the radiation. Together with the distance that is usually enough to make a running reactor harmless from the outside.
Four pieces:
Radiation Suit Hood,
Radiation Suit Jacket,
Radiation Suit Trousers and
Radiation Suit Boots. Each worn piece takes away a quarter of the radiation; the full suit takes away everything from every source. As armour it gives as little protection as leather; it is repaired with lead ingots. Carrying the full suit earns the advancement "Safety First".
| Wool | ||||
| Wool | Wool | → |
| Wool | Wool | |||
| Wool | → |
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| Wool | Wool |
| Wool | Wool | |||
| → |
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| Wool | Wool |
| Wool | Wool | → |
Hold the Geiger counter in either hand. Once per second the action bar shows what the radiation sources would do where you stand, added up over all of them:
| Message | Meaning |
|---|---|
| Radiation: safe | Below 0.25 per second: nothing happens. |
| Radiation: … /s | The damage per second you would take without a suit. |
| Radiation: … /s – with suit: … /s | You wear suit pieces; the second number is what still reaches you. |
| Radiation: … /s – with suit: safe | Your suit pieces keep you below the threshold. |
| Radiation is switched off on this server | Radiation is off (or safe mode is on). |
- The needle and the colour show the level of the rate without a suit: calm (green) below 0.25, low (yellow), high (gold) from 1, danger (red) from 4.
- The counter clicks faster the higher the level.
- It measures the field before
radiation.strengthScale(default 1.0, allowed 0.0–4.0), and it also measures in creative mode. - It shows the nuclear waste you carry as well.
| → |
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Nuclear Waste radiates whoever carries it: players by everything in their inventory, mobs by what they hold in their hands (looked at within 16 blocks of a player). Waste in a chest or any other container does nothing. See Nuclear Fuel Cycle.
Warning
Radiation goes through glass Ordinary glass and sight glass do not shield. Only Shielded Sight Glass does. A window in a reactor hall must be made of it.
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