Gold Cable
alaindustrial:gold_cable
Summary
⚠️ Electrical safety: deals 6 damage not only on direct contact but also within 0.5 blocks of the segment (bareCableShockProximityRadius, — but only while energy is actually moving through this exact bare MV segment. A disconnected line and retained buffer EU/FE are safe. Normal armor applies; water does not amplify the hit; a solid block between the cable and the player blocks the shock. Servers can disable the mechanic withbareCableShockEnabled. To lower the hit chance without removing the hazard, use an insulating stand — or replace the bare grade with the Insulated Gold Cable, which is safe outright.
The Gold Cable is the top rung of the cable ladder and the mod's first MV wire. It carries 48 EU/FE/tick — four times copper — and raises the packet ceiling to 128 EU/FE (against LV's 32). The price of that width is higher loss: 0.03 per block against copper's 0.02. That is not an oversight but the whole trade: gold wins on short, high-power runs where throughput matters, and loses on long ones where reach matters. The formula is the same max(1, ceil(flow × 0.97^distance)): from its actual 48 EU/FE/tick flow, 36 EU/FE arrives over 10 blocks and 11 EU/FE over 50. Loss never reaches 100%, but gold still belongs close to the load; run long trunks on copper or tin.
Groundwork. The mod has no MV machines or MV generators yet that would ask for 128 EU/FE/tick, so on current content the higher packet ceiling has nothing to feed; what helps today is the wide buffer itself (48 EU/FE/tick against 12) on dense LV lines. Gold comes into its own with the MV tier, where it becomes the standard wire.
Energy
The cable carries MV energy and connects to neighbouring blocks. Each wire run from a source to a consumer costs a little EU/FE; the exact formula is in the table.
| Field | Value |
|---|---|
| Role | transfer |
| Max voltage | 128 EU/FE/packet (MV tier) |
| Throughput | 48 EU/FE/tick = the segment working buffer |
| Loss | 0.03 attenuation per block; a consumer receives max(1, ceil(N × 0.97^distance)) EU/FE/tick when N > 0 |
| Insulation | can be insulated (Insulated Gold Cable) |
The cable does not explode from overload: 128 EU/FE/packet is only a cap, and anything above it simply does not pass through.
Mixed networks. A network takes both its throughput cap and its loss from the strongest cable in it. A single gold segment in a copper line moves the whole network to 128 EU/FE/packet — and to gold's 0.03 loss. This is deliberate: otherwise a player could splice in one gold segment for the high ceiling while still paying copper's loss.
Block Properties
A thin wire that connects to neighbouring blocks. Any tool breaks it, and shears are especially handy.
| Field | Value |
|---|---|
| Shape | thin rod (6px core + sleeves), |
| Hardness | 0.2 |
| Tool | any / shears |
Connecting to half blocks
Like every other cable, gold drops its horizontal sleeve toward a low neighbour (a solar panel, 8/16 tall, and any future half block) so the sleeve hugs the slab's side instead of floating above it. The behaviour is shared by all cables and is derived from the neighbour's shape, not its type.
Recipes
Crafting: 3 gold ingots in a row → 3 cables. Processing recipes: none.
Related
Copper Cable — the universal LV cable. Tin Cable — cheap and nearly lossless, for solar farms. Insulated Gold Cable — the rubber version: half the loss and safe to touch.
Crafting
Shaped Crafting
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Gold Cable
Used in
Shaped Crafting
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Insulated Gold Cable