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Codex Energy Singularity 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.
- Start: the controller charges the ignition energy from its input buffer.
- Forming: with enough matter stored, the singularity forms.
- 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.
- The mass must stay inside the mass window: too light and it evaporates, too heavy and the containment cannot hold it.
- Stop lets the singularity shrink and dissolve safely through the collectors.

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 |
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) ×49, Singularity Frame (A) ×32

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

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

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

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

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

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

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

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

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.
| → |
||||
- 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.
- 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, timesvolt.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.
- 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.
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.
- 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.
- 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. |
- 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.
| 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. |
- 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
- 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