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Codex Energy Singularity Plant

CaptainGummiball edited this page Nov 10, 2026 · 1 revision

Micro Black Hole Plant

The Micro Black Hole Plant holds a tiny singularity in a shell of gravitational coils and feeds it with Compressed Matter. Matter that falls in releases part of its mass energy as radiation, and the Radiation Collectors turn it into electricity. It is a tier V plant: it turns rubble into power, and it splits off the Singularity Capsules that start a Hawking Reactor.

How it works

  1. Start: the controller charges the ignition energy from its input buffer.
  2. Forming: with enough matter stored, the singularity forms.
  3. Running: the injectors feed matter. What falls in (accretion) gives power; only a small share stays and makes the singularity heavier, and Hawking evaporation makes it lighter.
  4. The mass must stay inside the mass window: too light and it evaporates, too heavy and the containment cannot hold it.
  5. Stop lets the singularity shrink and dissolve safely through the collectors.

Building

Shown size: 9 wide, 9 high, 9 deep (adjustable: Edge 9–15).

Shown size: 9 wide, 9 high, 9 deep (adjustable: Edge 9–15).

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 235
D Radiation Collector 112
F Gravitational Containment Coil 98
A Singularity Frame 92
E Coolant Channel 57
B Shielded Sight Glass 48
G Matter Injector 4
H Energy Input Hatch (Tier 4) 1
L Energy Output Port 1
I Fluid Input Port 1
M Fluid Output Port 1
J Gravimetry 1
K Item Input Port 1
0 Micro Black Hole Plant Controller 1

Step by step

Each picture adds one layer, from the bottom up; the newest layer is bright. The controller wall faces you on the left.

Step 1: Layer 1

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Singularity Casing (C) ×49, Singularity Frame (A) ×32

Step 2: Layer 2

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Radiation Collector (D) ×28, Singularity Casing (C) ×21, Coolant Channel (E) ×14, Shielded Sight Glass (B) ×6, Singularity Frame (A) ×4, Micro Black Hole Plant Controller (0) ×1

Step 3: Layer 3

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Gravitational Containment Coil (F) ×25, Singularity Casing (C) ×17, Radiation Collector (D) ×11, Shielded Sight Glass (B) ×7, Coolant Channel (E) ×6, Singularity Frame (A) ×4, Energy Input Hatch (Tier 4) (H) ×1, Energy Output Port (L) ×1, Fluid Input Port (I) ×1, Fluid Output Port (M) ×1

Step 4: Layer 4

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Singularity Casing (C) ×20, Gravitational Containment Coil (F) ×16, Radiation Collector (D) ×11, Shielded Sight Glass (B) ×7, Coolant Channel (E) ×6, Singularity Frame (A) ×4, Matter Injector (G) ×1

Step 5: Layer 5

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Singularity Casing (C) ×18, Gravitational Containment Coil (F) ×16, Radiation Collector (D) ×12, Shielded Sight Glass (B) ×7, Coolant Channel (E) ×5, Singularity Frame (A) ×4, Matter Injector (G) ×2, Gravimetry (J) ×1

Step 6: Layer 6

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Singularity Casing (C) ×20, Gravitational Containment Coil (F) ×16, Radiation Collector (D) ×11, Shielded Sight Glass (B) ×7, Coolant Channel (E) ×6, Singularity Frame (A) ×4, Matter Injector (G) ×1

Step 7: Layer 7

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Gravitational Containment Coil (F) ×25, Singularity Casing (C) ×20, Radiation Collector (D) ×11, Shielded Sight Glass (B) ×7, Coolant Channel (E) ×6, Singularity Frame (A) ×4, Item Input Port (K) ×1

Step 8: Layer 8

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Radiation Collector (D) ×28, Singularity Casing (C) ×21, Coolant Channel (E) ×14, Shielded Sight Glass (B) ×7, Singularity Frame (A) ×4

Step 9: Layer 9

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Singularity Casing (C) ×49, Singularity Frame (A) ×32

Rules

  • Shape: a cube with odd edge length, at least 9, 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, counted from the centre (in every direction, as a cube):
  • the centre and the blocks one step from it: air (the vacuum);
  • two steps from the centre: a closed shell of Gravitational Containment Coils;
  • further out: air, Radiation Collectors and Coolant Channels.
  • Needed: at least one Radiation Collector and one Matter Injector.
  • Gravimetry (optional) enables the automatic control.
  • Ports (each works only on its outer face):
  • Energy Input Hatch: ignition and containment energy in.
  • Energy Output Port: the plant's energy out.
  • Item Input Port: Compressed Matter in.
  • Item Output Port: Singularity Capsules out.
  • Fluid Input Port: water in; Fluid Output Port: Hot Coolant out.

Matter

  • Every Compressed Matter is one mass unit (ME). The plant stores up to 1,000 ME and takes items from its input slot as soon as there is room.
  • Every Matter Injector can feed 0.05 ME per tick (one Compressed Matter per second).
  • The server setting volt.fuelConsumptionMultiplier (default 1.0, allowed 0.01–100.0) changes how much matter the same feed takes from the store.

The Matter Compressor

A single machine with one input slot and one output slot. It presses eight blocks of rubble (cobblestone, stone, deepslate, dirt, gravel, sand, netherrack, andesite, diorite, granite, tuff, blackstone, basalt, end stone; item tag qnet:compressible) into one Compressed Matter in two seconds, for 500 E per tick. Energy on every side; pipes insert rubble and take the matter out.

→ Matter Compressor

Starting

  • Start needs a formed plant with at least one injector and one collector, in the phase "Off".
  • Charging the ignition: the controller draws volt.singularityIgnitionEnergy (default 10000000000, allowed 1000–10000000000000) from its input buffer (20,000,000,000 E). The buffer is filled only through the Energy Input Hatches.
  • Forming starts when the charge is complete and 45 ME of matter are stored; after 200 ticks the singularity exists with 45 ME.

Operation in depth

  • Mass window: from 30 ME up to 50 ME in a plant of edge 9, and 10 ME more for every block of edge beyond that (70 ME at edge 11, 90 ME at edge 13).
  • Evaporation per tick = 4 ÷ mass². Small singularities evaporate fast.
  • Eddington limit = 0.005 × mass per tick. Matter fed above it is blown away as heat.
  • Accretion = the feed, at most the Eddington limit. Only 0.02 of it stays in the singularity (minus what the jets carry off); the rest leaves as radiation.
  • Power = accretion × 0.3 × volt.energyPerMassUnit (default 10000000, allowed 1000–1000000000000), at most 50,000 E per tick per collector, times volt.generatorOutputMultiplier (default 1.0, allowed 0.01–100.0). It goes into the output buffer (100,000,000 E).
  • Containment: every tick mass × 2,000 E, from the input buffer first, the rest from the output buffer. If it is not paid, the containment is lost.
  • Collector heat: 0.02 of the power, plus heat from blown-off matter, heats the collectors. Hot collectors deliver up to half less. Coolant Channels carry the heat away as Hot Coolant (10 HU per mB), each up to 400 mB of water per tick; the water and Hot Coolant tanks grow with the channels.
  • Stability falls near both edges of the window (within 15 % of it), halves without containment power and drops with hot collectors. Below 50 % violet sparks show at the controller.

Tip

Small or big A light singularity needs much matter to hold its mass, and turns all of it into power, but it sits close to the lower edge. A heavy one is safe but gives little more than its containment costs.

Automatic and manual control

  • With Gravimetry, Auto (the default) feeds up to the Eddington limit and opens the jets just so far that the mass moves to its target: 40 % of the window, or more when the injectors could not hold a lighter singularity, and always at least 1 ME above the lightest mass a capsule may be split from, so Auto can always split.
  • Manual: the -/+ buttons next to the feed change it by 0.01 ME per tick (up to injectors × 0.05), the jet buttons by 5 %. The jets only obey while Auto is off.

Singularity Capsules

The Capsule button splits 3 ME off the singularity into a Singularity Capsule in the output slot. It costs 1,000,000,000 E from the input buffer and only works while the plant runs, the mass is at most 60 % into the window, and what stays is at least 25 % into the window and above the mass the injectors can hold. Capsules start a Hawking Reactor; the Dimensional Store needs them as well.

Important

Enough injectors for capsules With only two injectors the injectors cannot hold a light enough singularity, and no capsule can ever be split. The example has four Matter Injectors in a cross around the wall centre; more do not help, the Eddington limit then decides.

Shutdown and failure

  • Stop ends the feed. The singularity shrinks by evaporation and dissolves through the collectors once it is down to 1.2 times the lower edge; its rest energy becomes collector heat. Stop during charging cancels the charge.
  • Evaporated: the mass fell below 30 ME. A radiation flash hurts living beings nearby and leaves radiation behind for a while.
  • Containment lost: the mass grew above the window, or the containment energy was missing. A gravity shock throws everything nearby away.
  • Breaking the structure while the singularity exists counts as a failure too ("structure broken").
  • After a failure the collectors are hot; Reset works once they have cooled down. See Incidents and Radiation.

The screen

  • Lines: Status (structure), Phase (with the reason after a failure) and Mode ("Automatic (gravimetry)" or "Manual feed").
  • Bars: input and output buffer.
  • Values: mass, window from, window to, stability, output, containment, matter feed, Eddington limit, matter, ignition charge, collector heat, capsules split, jets (blown off).
  • Buttons: Start, Stop, Reset, Auto, Capsule, -/+ for the matter feed and -/+ for the jets.
Phase Meaning
Off Ready to start.
Charging the ignition The ignition energy is drawn from the input buffer.
Forming the singularity The seed matter collapses.
Running The singularity is fed and gives power.
Shutting down (letting it shrink) No more feed; it shrinks and dissolves.
Failure: evaporated / containment lost / structure broken Let the collectors cool, then Reset.

Automation

  • Pipe Compressed Matter into the Item Input Port and take capsules from the Item Output Port.
  • Water in, Hot Coolant out to a Heat Exchanger.
  • A Sensor Module reads mass, stability, power output, net power, energy stored, matter, phase and reason.

Error messages

Message What to do
The plant must be a cube with odd edge length (is …) Build the same odd edge in all three directions: 9, 11, 13 or 15.
Wrong block at … (expected: Air) The centre and the blocks around it stay empty.
Wrong block at … (expected: Gravitational Containment Coil) Close the coil shell two steps from the centre.
Wrong block at … (expected: Air, Radiation Collector, Coolant Channel) Only these outside the coil shell.
Missing parts: … At least one Radiation Collector and one Matter Injector.
Structure too small (…) At least 9 × 9 × 9.
The controller must sit in a wall, front facing out Put the controller into a face, front outwards.

In the world

  • The coil shell is hidden while the plant is formed; you see the singularity with its glowing disk through the glass, bigger with more mass.
  • The collectors glow with their heat.
  • A forming or running singularity radiates up to 3 damage per second at its centre.

QNet Codex

Getting Started

Energy

Processing

Rift

Storage

Logic

Reference

Items and Blocks

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