Reactor Lever
alaindustrial:reactor_lever
Summary
The Reactor Lever is the reactor room's second control block and the twin of the reactor button. Exactly one thing separates them, and it decides everything: the button sends a pulse, the lever holds.
A pulse is enough for the airlock door, which latches on the rising edge. It is enough for nothing else: the reactor controller reads a held signal (no signal means the reaction is stopped), the thermal centrifuge demands that the signal be kept up, and so does any redstone the player wires inside the room. Before this block the only held source available inside a sealed room was a vanilla lever — and that melts in an accident, so the emergency stop disappeared at the exact moment somebody reached for it.
The lever is a real vanilla LeverBlock, not a look-alike: the flick, the latch, the wall/floor/ceiling faces, the red spark when it comes on and the redstone it emits are exactly vanilla's. Ours is the material alone, and what follows from it: the block is in the tag.
How it differs from a vanilla lever
| Property | Reactor Lever | Vanilla |
|---|---|---|
| Material | shielding alloy | cobblestone and a stick |
| Place/break sound | metal | stone |
| Click sound | vanilla lever_click | the same |
| Survives a meltdown | yes (meltproof tag) | no |
| Flicked by hand | yes | yes |
| Flicked by an arrow | no | no |
| Flicked by an explosion | yes | yes |
| Signal strength | 15 | 15 |
The lever has no click sound of its own, and cannot have one without rewriting the block. The button's sound family comes from its BlockSetType (IRON for the reactor one), but in 26.2 LeverBlock takes no BlockSetType at all: its only constructor is (BlockBehaviour.Properties), and the click is hard-coded to SoundEvents.LEVER_CLICK inside a static helper called from a method whose neighbour-update pass is private. Re-skinning the click would mean reimplementing the block — paying for a cosmetic detail with the very problem being a real lever exists to avoid. The place and break sounds are metal all the same: those come from the block's properties, not from its class.
One more vanilla trait worth knowing about in a reactor hall: an explosion flicks the lever. That is not ours, it is how LeverBlock works. The practical conclusion is not to put the emergency stop where something can go off beside it: a lever thrown by a blast puts the reactor into the opposite state, whichever one that happens to be.
Where it goes
| Field | Value |
|---|---|
| Part of the shell | no |
| Occupies a shell cell | no — it hangs on the face of a block already standing |
| Placed where a shell block belongs | that cell becomes a breach: the scanner knows six shell blocks, and the lever is not one |
| Attaches to | wall, floor or ceiling (facewall / floor / ceiling), as vanilla |
This is the same distinction the button has: six blocks make the shell, the lever hangs on it. A room with a lever on an inside wall forms as usual, and the radiation picture is unchanged.
The second half deserves an explanation, because it is not free. Radiation in this mod is stopped by collision — the ray from source to bystander runs into casing, a closed door or reactor glass, and passes straight through an open doorway. A lever has no collision at all, so it blocks nothing by itself. What saves it is that it spends no cell: the wall behind it is untouched, and the ray still runs into that.
Which is also where the one real mistake here comes from: putting the lever instead of a casing block. That leaves a cell-sized hole in the containment which, from the inside, looks like a wall with a lever on it. The room scanner will report a breach at that exact spot — the radiation, however, will leak in silence.
Energy
| Field | Value |
|---|---|
| Role | none |
| Buffer (EU/FE) | 0 |
| Max in / out (EU/FE/tick) | n/a |
Like the button, the lever runs on redstone. An emergency stop must not depend on whether the room still has power — otherwise the first accident takes the off switch with it.
Block properties
| Field | Value |
|---|---|
| Shape | the vanilla handle on a block's face; the tilt changes as it is flicked |
| Collision | none |
| Hardness | 0.5 |
| Blast resistance | 0.5 |
| Tool | none required (drops however it is broken; a pickaxe is faster) |
| Sound | metal |
| Piston reaction | destroyed |
| Blockstates | face, facing, powered |
Blockstate formed | none — the lever is not shell |
The numbers match the vanilla lever exactly (strength 0.5, PushReaction.DESTROY), and the reactor button too. Hardness and blast resistance are deliberately not the shell's 5.0 / 30.0: a lever left standing where the wall was blown out is a piece of debris pretending to be a working control.
The meltdown immunity sits beside that without contradiction: a blast takes the wall and the lever with it, as it should, while a meltdown eats the room's contents and leaves the shell — and with it everything crafted from shielding alloy. The player-facing rule is one line and visible: shielding shields.
Recipes
Crafting — shapeless, ×2 per craft.
1 shielding alloy plate + 1 vanilla lever -> 2 reactor levers
The recipe mirrors the button's, for the same reason: the lever is a convenience part, not a progression milestone. The vanilla lever in it is not filler but a way of not reinventing a mechanic — the player takes the lever they already know and dresses it in shielding alloy.
Progression
Tier: none. Requires: one shielding alloy plate (the chain is described in the casing) and a vanilla lever. Unlocks: an emergency stop for the reactor from inside the room, and any held redstone within it.
Related
Reactor button — the lever's twin, and where the reason a pulse suits the door and nothing else is written down. Reactor controller — the main consumer of a held signal: no signal, no reaction. Reactor casing — the material chain and the full shell roster. Thermal centrifuge — the same "keep the signal up" contract, which is why the lever is useful outside the reactor hall too.
Crafting
Shapeless Crafting
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Reactor Lever