Incubator

Incubator

alaindustrial:incubator
AgricultureLVImplementedtier-lvmultiblockmutationuraniumagriculturerarity

Summary

The Incubator is a 1×2 multiblock: a squat mechanical base below and a glass dome above. Place any glass (the c:glass tag) on the base and it turns into a volumetric chamber, with the irradiated item floating and spinning inside. The machine mutates items in three ways: it duplicates (1 → 2), transforms (A → B), or creates a new mod material. Every operation costs EU/FE (LV) and an irradiation charge: one uranium_ingot buys 3 attempts, then burns out into depleted_uranium which settles in the ash slot. The mode by a mutation chip in a dedicated slot — duplication / transformation / creation. Without a chip the machine does not run; the chip itself is never consumed. The outcome is probabilistic: on success a rarity grade is rolled — Common (70 %) / Rare (20 %) / Epic (8 %) / Legendary (2 %) — which colors the name and grants a bonus to further mutations.

What it doesHow
Forms the multiblockbase + any c:glass block on top → dome
Mutates itemsEU/FE (LV) + a charge (1 uranium_ingot = 3 attempts → 1 depleted_uranium)
Modechip slot: duplication / transformation / creation
Mutation kindsduplicate (×2), transform (A→B), create (A→new mod item)
Rarityevery success rolls Common / Rare / Epic / Legendary (70/20/8/2 %)
Slag5 % of attempts yield irradiated_slag instead of an empty failure

Energy

Hybrid model: EU/FE from the grid (LV) plus uranium as the irradiation fuel. Uranium is not destroyed — it becomes depleted_uranium, a feedstock for the future nuclear phase.

FieldValue
EU/FE buffer8000 — holds the costliest create operation in full
Max input32 EU/FE/tick (LV)
Consumption8 EU/FE/tick while running — four times the machine standard
Fuel1 uranium_ingot = 3 attempts → 1 depleted_uranium into the ash slot

Without uranium in the fuel slot an operation will not start; EU/FE is spent only while a cycle runs.

Processing

Duration and cost are tied to the mutation kind. The Incubator is the mod's most energy-hungry LV machine: the floor is 2400 EU/FE per operation versus 200–300 for routine machines.

KindSuccess chanceTicksEU/FE/attemptOn failure
Transform0.75300 (15 s)2400input lost, −1 charge
Duplicate0.45500 (25 s)4000input lost, −1 charge
Create0.251000 (50 s)8000input lost, −1 charge

Three outcomes of an attempt:

OutcomeProbabilityWhat happens
Successchance by kind (+ gene bonus, cap 0.95)result into the output slot + a grade roll
Slag5 %input lost, irradiated_slag drops into the output
Failurethe remainderinput lost, output unchanged

Slag is subtracted from the failure, never from the success — the success chance never drops. A grade is rolled only on success (slag is always Common). The outcome is rolled at the end of the cycle: until the last tick the result is unknown and cannot be cancelled by pulling the input. Grade. On success a rarity is rolled: Common 70 % / Rare 20 % / Epic 8 % / Legendary 2 %. A Common grade leaves no trace — the item still stacks with vanilla. Rare and above write the mutation_grade component and color the name (yellow / aqua / light purple). The input gene burns. The input item's grade grants its chance bonus (+5 / +10 / +15 p.p. for Rare / Epic / Legendary, the total capped at 0.95) and burns away — the result always gets a fresh grade roll. A Legendary cannot be multiplied via duplicate; it can only be spent for the higher chance.

Inventory

Five slots: chip, fuel (uranium), the item to mutate, the result, and ash. The result and ash slots are read-only for the player; automation into the ash slot is pull-only.

SlotAcceptsBehaviour
Chip# (3 chips)1 item; not consumed; sets the mode; an empty slot means the machine will not run; automation cannot take it out
Fuel# (= uranium_ingot)1 ingot is taken the moment it lands in an assembled machine; a charge = 3 attempts
Inputitems with a mutation recipe in the selected mode1 stack; consumes 1/attempt (lost on failure)
Resultthe mutation result or irradiated_slag1 stack; fill-only
Ashdepleted_uranium1 stack; +1 per exhausted ingot; pull-only

Interface

The screen shows: EU/FE storage, cycle progress, the irradiation charge (0–3), the five slots and a formed indicator. The energy bar runs down the left edge; the irradiation charge is a vertical column of pips right of the fuel slot, filling from the bottom up. Top row: chip, input, progress arrow, result; bottom row: fuel and ash. The chip slot is the top left one. While it is empty, the status line names what is missing ("Needs glass on top" → "Needs a chip"). Swapping the chip resets the progress of the current operation. Both halves of the multiblock are clickable: right-clicking the dome opens the same menu as clicking the base.

Block Properties

A two-tier multiblock with deliberately different silhouettes: a heavy mechanical bottom and a light rounded top — not "two cubes stacked on each other". Base — a full cube with a recessed front panel, an emitter ring along the top face and cooling ports on the sides. While running, an emitter glow rises above it. Dome — a volumetric rounded chamber, placed automatically from any c:glass block. The original glass type is remembered, so: dismantling the multiblock returns exactly your glass — nothing is lost; stained glass tints the dome — 17 colors with no extra recipes: 16 stained-glass dyes plus an uncolored variant. The frame and the spire always stay the casing's dark metal. The irradiated item floats at the center of the chamber and slowly spins; while running — particles and a pulsing glow.

Recipes

Base block follows the machine-assembly standard, full 3×3 grid: 1 machine casing + 2 uranium plates + 3 glass + 1 electronic circuit + 2 iron plates. The uranium plates gate entry into the mechanic behind an established uranium chain (ore → ingot → plate). The three mode chips are crafted from empty_chip plus a thematic filling; a uranium plate in each is the shared "irradiating" element:

ChipRecipeMode
mutation_chip_duplicateempty chip + 2 amethyst shards + uranium plateduplicate
mutation_chip_transformempty chip + redstone + lapis + uranium platetransform
mutation_chip_createempty chip + diamond + echo shard + uranium platecreate

Recipe type — three separate types, one per mode: mutation_transform, mutation_duplicate, mutation_create. Each JSON describes one input → one output with an optional chance override. Fuel is not mentioned in the recipe — uranium is the machine's charge, not an ingredient.

Duplicate — four value classes

The cost of an attempt is fixed (⅓ of an ingot + 4000 EU/FE + 25 s), so the only balance lever is the success chance: the more valuable the item, the lower the chance.

ClassChanceItems
Gems and precious ingots0.45diamond, emerald, amethyst_shard, gold_ingot, silver_ingot, nickel_ingot
Minerals and common ingots0.55coal, redstone, lapis_lazuli, quartz, glowstone_dust, iron_ingot, copper_ingot, tin_ingot, raw_rubber, rubber
Rare organics0.60nether_wart, cocoa_beans, glow_berries, torchflower_seeds, pitcher_pod
Basic crops0.85wheat_seeds, beetroot_seeds, melon_seeds, pumpkin_seeds, carrot, potato

Ingots yes, processed parts no. Vanilla and mod ingots are duplicated (iron, copper, gold, tin, silver, nickel) — these are base materials. Anything processed (dusts, plates, casings, circuits, chips, cables, raw ore and ore blocks) is not — it would devalue the crafting chain. Uranium is not duplicated (no recipe). Rubber is a stated exception. It is a machine product, so by the rule above it should not duplicate. But oil is a finite resource — lakes do not refill and nothing turns water into oil — so without the Incubator the amount of rubber in a world is capped by the deposits you happen to find. Duplication is an expensive renewable route, not a free one: an attempt costs 4000 EU/FE and a third of a uranium ingot at a 0.55 chance, while the same rubber made from fresh oil costs 400 EU/FE. While there is oil left, pumping is ten times cheaper; the Incubator matters once there is not.

Transform — a horizontal exchange

Like is traded for like. Upgrading by value (iron → gold) is forbidden. All 27 recipes share a 0.75 chance, 300-tick duration and 2400 EU/FE cost. For families with many members (saplings, flowers, soils) a ring is used: each item turns into the next one around the circle until the wanted one comes up.

CategoryRecipesRing
Minerals3lapis_lazuliredstone, quartzglowstone_dust, coalcharcoal (all 1:1)
Saplings8oak → birch → spruce → jungle → acacia → dark oak → cherry → mangrove → oak
Flowers8dandelion → poppy → blue orchid → allium → azure bluet → cornflower → lily of the valley → oxeye daisy → dandelion
Soils5dirt → podzol → mycelium → dirt; sand ↔ red sand

Create — evolution ladders

An ordinary item evolves into a unique mod material along a three-tier ladder. The higher the tier, the lower the chance and the costlier the operation. From tier 2 onward a failure returns the input intact (only the charge and EU/FE burn) — otherwise no one would risk climbing past tier 1.

BranchTier 1Tier 2Tier 3
Diamond — energy densitydiamond → irradiated diamond→ diamond matrix→ singularity core
Crystal — opticsamethyst_shard → resonant shard→ focusing lens→ prismatic core
Biological — agriculturelapis_lazuli → mutagen dust→ living mutagen→ gene matrix
Nuclear — fueldepleted_uranium → unstable isotope→ enriched core→ isotope concentrate
TierChanceTicksEU/FEOn failure
--------------------------------------
1 (vanilla → mod material)0.2510008000input is lost
20.15150012000input returned intact
30.08200016000input returned intact

The nuclear branch starts from the Incubator's own ash — spent uranium becomes the entry to a chain rather than waste. The current release ships only the 4 tier-1 recipes (one per branch): diamondirradiated_diamond, amethyst_shardresonant_shard, lapis_lazulimutagen_dust, depleted_uraniumunstable_isotope. Tiers 2–3 and upgrade chips from the upper materials come in the next release.

Progression

Tier: LV. Best built after the first machines (macerator/extractor), once you have a stable uranium vein and an EU/FE grid. Introduces 7 new items: depleted_uranium, irradiated_diamond, mutagen_dust, resonant_shard, unstable_isotope, irradiated_slag (a by-product of 5 % of attempts — no consumers in this release, groundwork for the future) and three mode chips. Grade "genes" on materials grant a bonus to further mutation chances (+5/+10/+15 p.p.) — consumers will arrive in future agriculture/nuclear phases. Mutation advancements: first mutation, first create result, first Legendary outcome.

Compatibility

JEI/REI: three categories — one per mode; the line under the recipe shows cost, duration and success chance (2400 EU/FE · 15 s · 75 %). Grades get a separate info page on the Incubator itself. Item tooltip: a "Mutation grade: …" line. Jade/The One Probe: cycle progress, EU/FE, mutation mode, multiblock status, ash-slot fill. Automation: hoppers/pipes work with the base (chip — push only, fuel — push, input — push, result — pull, ash — pull). The dome is purely structural, with no inventory. No face lets automation pull the chip — it is a build-time choice.

Related

Uranium — the fuel ingot. Nuclear theme — where depleted_uranium goes. Teleporter multiblock — a sibling structural task. Sawmill — the reference machine with switchable modes. Solar panel — the reference for a chip slot driving machine behaviour.

Crafting

Shaped Crafting
incuba
incuba
incuba
Uranium Plate
Machine Casing
Uranium Plate
Iron Plate
Electronic Circuit
Iron Plate
Crafting Table
Incubator
Incubator